[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/stsg/ - Starsector General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 795
Thread images: 156

File: maxresdefault.jpg (68KB, 1280x720px) Image search: [Google]
maxresdefault.jpg
68KB, 1280x720px
WAITAN FOR THE TOURNAMENT EDITION

>What?
Starsector is a 2D single-player open-world RPG space combat exploration economic game thing, basically Mount & Blade but in space.
Outdated but still relevant introduction video:
[YouTube] An introduction to: Starsector (embed) [Embed]

>Where?
Official site:
http://fractalsoftworks.com
Official forums:
http://fractalsoftworks.com/forum/index.php#1

>Current version
0.8.1aRC8

>List of popular mods
http://fractalsoftworks.com/forum/index.php?topic=177.0

>The performance is really bad what do I do?
Other than allocating more memory for the game to use, there isn't much you can do.
http://fractalsoftworks.com/forum/index.php?topic=8726
>>
File: wenli.jpg (91KB, 336x931px) Image search: [Google]
wenli.jpg
91KB, 336x931px
>it's already dead
>>
File: 14818146838890.jpg (61KB, 598x465px) Image search: [Google]
14818146838890.jpg
61KB, 598x465px
>still no crack for the latest version in OP
Anyone wonder why it's dead?
>>
File: Immagine.png (53KB, 1587x253px) Image search: [Google]
Immagine.png
53KB, 1587x253px
>>180723654
>hownew.ru
>>
>ded in 4 posts
New record lads
>>
>>180725694

might be time to do a thread on /v/ or something
>>
>>180722915
Could Billy defeat the Ophiucus?
>>
help i can't stop giving my destroyer designs double medium missile mounts
>>
File: screenshot225.png (352KB, 1920x1200px) Image search: [Google]
screenshot225.png
352KB, 1920x1200px
i knew that pirate fits are usually pretty bad, but this one takes the cake
>>
>>180726959
That's fine as long as it doesn't have a bunch of other weaps
>>
>>180729327

i'm looking at 2 small hybrid, 2 med synergy and 2 small synergy on a low-OP ship with a weak generator

i really ought to turn the small syns into energy mounts but doing so would kill a really fun fit that puts annihilators racks in them

i wish alex would nerf sabots
>>
Chinese mods have the best designs.

Enjoy your second hand low-tech junk.
>>
>>180730140

implying that design isn't japanese as fuck
>>
Are capitals even optimal
>>
File: arbitrator3.webm (966KB, 400x400px) Image search: [Google]
arbitrator3.webm
966KB, 400x400px
Presented without comment.
>>
>>180731156

watched without comprehension. replied to without thought.
>>
Frigates should only exist as LPC's that go in special Frigate slots that increase deployment/maintenance cost, not costing OP

Thoughts?
>>
>>180731713

sperg
>>
>>180731156
>they don't launch the engines like torpedos which then explode
I give it a 6/10, mildly disappointed
>>
>>180728387
Explain why you think that is bad.
>>
>>180731847

because it fits two hammers and a single ion cannon in one energy and four universal medium mounts.
>>
>>180731156
neat
>>
File: screenshot226.png (514KB, 1920x1200px) Image search: [Google]
screenshot226.png
514KB, 1920x1200px
>>180732085
>medium

*small

oh wait this thing actually loses two entire mounts in the (P) version, never mind then
>>
>>180732264

that ship is doing a goatse
>>
File: fixed.png (18KB, 72x120px) Image search: [Google]
fixed.png
18KB, 72x120px
>>
File: biomech_baphomet_anim.gif (522KB, 238x351px) Image search: [Google]
biomech_baphomet_anim.gif
522KB, 238x351px
>>180732578
needs a more pronounced buttocks
>>
>>180731845
They are bombs though.
>>
>>180732881

can't really pronounce your buttocks more than the goatman
>>
>>180722915
The pirate copy RNG warning is real?
>>
>>180733710
no
>>
>>180733710

yes
>>
>>180733710
Maybe
>>
>>180734817
>>180733952
>>180733816
pls
>>
File: OOCrHkW.jpg (42KB, 718x229px) Image search: [Google]
OOCrHkW.jpg
42KB, 718x229px
>>180735141
>>
File: screenshot227.png (759KB, 1920x1200px) Image search: [Google]
screenshot227.png
759KB, 1920x1200px
i don't think i'm winning this one
>>
>>180735760
is this gonna be a new prv ship?
>>
>>180735760
>hey everyone else is making thin ships, lets make one exactly the opposite!
>With 2 light needlers!
>Time to go fight dominators!
>>
>>180736772

yeah, i finally found a hull shape i was happy with for that blockade runner
>>
>>180735760
>phase courier

u wut m8
>>
>>180737217

for when your shipment of very legal cloned organs just has to pass customs.
>>
>>180737497
or to dodge the right wing militia's who are trying to prevent you from delivering your load of rapefugees
>>
File: screenshot003.png (1017KB, 1920x1200px) Image search: [Google]
screenshot003.png
1017KB, 1920x1200px
7.2 bump
>>
>>180740869
>tfw no 435 OP onslaught
>>
how do I git gud. I have no monies fo rsupplies i ded
>>
>>180740869
5 fucking flak cannons
1100 flux dissipation but no shield bypass

Why are onslaught fits so friggin terrible

The 3 large slot arcs don't even overlap!
>>
>>180741284

it's got five large weapons and three of them overlap
>>
>>180741214
keep xtra supply next time around
>>
>>180741391
rofl the thermal pulse cannon is terrible, its also fixed so only against the biggest capitals will both streams of shots hit

250 fucking dps
>>
>>180740869
What mod is that fat green tsunderer?
>>
File: rapeking.jpg (525KB, 806x952px) Image search: [Google]
rapeking.jpg
525KB, 806x952px
>>180741607
>>
>>180741607

lol k

>>180741630

no idea, that ss is over a year old
>>
>>180741630
its from the IBB bounty i think
>>
i miss crew experience
>>
>>180741643
>>180741709
The onslaught is terrible
Not much else to say there
It's tanky, but its terrible weapon arcs + terrible flux dissipation cripple it.

You can always do so much better for 40 deployment points.
>>
File: 187.jpg (108KB, 450x382px) Image search: [Google]
187.jpg
108KB, 450x382px
>>180732881
>ISS Squatting Slav
>>
>>180741630
ship/weapon pack
>>
Is expanded magazines on an Onslaught a good idea?
>>
>>180743873

nah, by the time you've gone through the standard mags you're usually pretty fluxed out anyway
>>
>>180741960
saying TPC is terrible is downright retarded m8
>>
>>180730140
Too bad that mod won't see .8
>>
>>180745203

Its only ok because its free and doesn't use too much flux
>>
>>180745203

an energy weapon with 125% flux efficiency? and 1250 burst DPS? feh i say.
>>
>>180741106
I don't think even with the buffs to ship OP across the board following the .8 nerf to skills will you get an Onslaught that has 435 OP now
>>
>>180745487

7.2 was +30% from skills, now in 8.1 we're at +10% base and +10% from ordinance design for 121% total

the difference is not huge but i sure miss that extra hullmod
>>
>>180745848
+10% base

give or take a bit, based on rounding and whatnot
>>
>>180745848
I still don't see what was wrong with +30% other than people complaining the game was too easy
>>
>>180746972
>I don't see why I need to make tradeoffs and can't put all the best weapons in every slot + all the subsystems I want + max flux
hjmmm
>>
>>180747707
But I can still do that even now. If that was the objective all ships should have reduced OP by about 50 to 70% from their current amount.
>>
>>180747707
Do you think you're playing Red or something? How are you going to add in all the subsystems and weapons and still max flux on .72's extra thirty percent alone?
>>
File: 1493273697844.jpg (86KB, 1280x720px) Image search: [Google]
1493273697844.jpg
86KB, 1280x720px
>complete bounty
>earn 2 skill points
>loose a light carrier
>earned 3 skill points in previous bounty
>had half the fleet down to 50% hull and was a hell of micro the fight

May I've been doing bounties too high level for me or is it normal to earn 1-3 points after a bounty?

Also I need more escorts for what will be my replace carrier (looking to buy one plus another cruiser or destroyer, as money allows), what would be better Lasher or another Wolf for my already existing 2 wolfpack?

I think I've been disregarding frigates in favour of destroyers/cruisers.

And where can I look up what makes a ship close support/assault/attack etc?
>>
>>180749259
post fleet
>>
>>180749259
exp curve is exponential. It's easy to level all the way up to 30s, then it starts to slow down. If you mod in extra levels to like 150 or something the slow down is dramatically increased even by the time you get past 50.

Disregarding frigates is fine, you can run an end game fleet without frigates and enemy frigates just feed themselves to your destroyers and cruisers anyways.

Ship roles depend on how you use them.
>>
>>180749259
> And where can I look up what makes a ship close support/assault/attack etc?
Autofit tab in refit screen.
>>
File: screenshot228.png (599KB, 1920x1200px) Image search: [Google]
screenshot228.png
599KB, 1920x1200px
>>180749259
>And where can I look up what makes a ship close support/assault/attack etc?

those are just the names of the fits, you can write whatever you want in that field

a cruiser with a fit named "Assault" is probably built to get in close though while a "Support Frigate" is likely loaded with stuff like taclasers and anti-fighter SRMs
>>
File: screenshot005.png (757KB, 1920x1080px) Image search: [Google]
screenshot005.png
757KB, 1920x1080px
>>180749259
Looking for a Mora-class carrier to replace in the Condor-class light carrier that I lost.

I may need another Dram/Mule depending on how many ships I buy.

Also almost all the D ships have degraded engines, when is a good time to replace your D ships? or is viable to run a mainly D centered fleet?
>>
>>180749860
>or is viable to run a mainly D centered fleet?

yeah sure. cheap maintenance, little reason to care about losses.
>>
>>180749860
>Also almost all the D ships have degraded engines, when is a good time to replace your D ships? or is viable to run a mainly D centered fleet?
You can run a D fleet for as long as you want. There's no real reason to replace the ships unless you want to upgrade, but the game is so easy that you can intentionally handicap yourself and still get away with it as long you're not going after impossible bounties. Survey missions are better for cash anyways.
>>
>>180749860

level your officers. click their portraits.

its easy to forget. but a good officer is one hell of a multiplier.
>>
Is Damper Field officially worthless now?
>>
>>180751578

it's officially only moderately overpowered
>>
or so i've been told anyway, i never used the damn thing in the first place
>>
>>180730140
Does not fit the setting, 2/10
>>
>>180752347

ricing your ride is extremely post-apoc
>>
>>180752446
>tfw no ricer faction with built-in SO ships
>>
>>180752957
>what is the ludds
>>
File: 942125686_preview_shot2 (3).png (1MB, 832x1536px) Image search: [Google]
942125686_preview_shot2 (3).png
1MB, 832x1536px
So this is what the inside of a wolf looks like?
>>
>>180723654
Go find the latest crack on your sketchy .ru sites
>>180723753
No longer works as easily, gg Alex
>>180735141
Maybe, maybe not. I can still have solid runs
>>
>>180754140
Yawn, now do a paragon
>>
>>180723654
RC8 is cracked
Came out like 2 weeks ago
>>
>detailing ship
>change layer color
>PS creates a dozen browser windows and crashes

fucking adobe
>>
>>180754140

whenever i see this i think that it probably looks much more interesting than it is
>>
File: Shyanne-Rofberts.jpg (88KB, 615x440px) Image search: [Google]
Shyanne-Rofberts.jpg
88KB, 615x440px
>>180750118
>level your officers. click their portraits.

I completely forgot about that.

Thanks Anon.

>>180749502
>Disregarding frigates is fine, you can run an end game fleet without frigates and enemy frigates just feed themselves to your destroyers and cruisers anyways.

Good to know, I don't like having so many ships eating up my CP when in combat.

>>180749996
>>180750068

Then I'll guess I just keep recovering ships without degraded engines unless I can find the ships I want for my fleet.

Although at this point I have the skill that supposedly halves the D modifiers.
>>
>>180745442
dont forget the absolutely massive range

sure, you can't always hit a destroyer with both TPCs, but you will be able to do serious damage to anything that can't hit you back with zero commitment

the TPCs are the main reason the onslaught is any good at all, the second reason being the insane hull and the 4 missile turrets (annihilator pods/typhoon reapers are incredible against caps and cruisers)

the two side larges would be OP if they overlapped. on a player onslaught i downgrade them to mediums, on an AI onslaught i fit devastators
>>
>>180756172
Personally, I keep a few frigates and light carriers around late game to pick off runners after the main combat is finished.
>>
Found a cheap Mora, what fighters/bombers are the best vanilla ones?

I want that Mora to screen my ships from enemy fighters and harass fast frigates.
>>
>>180758437

you probably want talons for that
>>
>>180758437
Yeah, talons for that would be good. And warthogs would be good for most other shit
>>
what are the annihilator rocket bombers called? khopesh? use those.
>>
>>180763630
Yeah, the rocket bombers are the khopesh
>>
>went to scan probe
>fuel left only takes me to hostile territory
fucking hegemony comission.
>>
File: download_30.jpg (36KB, 480x640px) Image search: [Google]
download_30.jpg
36KB, 480x640px
Are commissions worth it?

And if so what's the general strategy when commissioned?
>>
>>180766418
size 7 military markets are hella nice
plus it gives u a lotta free money I think, unless that was a mod.
>>
>>180766418

i think so, but it does get you a lot of enemies

>>180766535

the payment is vanilla
>>
>>180765384
>found a derilict tanker with 1000 fuel in it
thanks rng
>>
>>180758415
Two or three fighter wings does the job and saves on frigates which the AI can suicide ram capitals and cruisers with because their AI can get retarded.
>>
File: 1496734026551.png (161KB, 288x358px) Image search: [Google]
1496734026551.png
161KB, 288x358px
>Salvage fleet turns pirate and attacks me
>My fleet overpowered theirs so hard I wiped them out before my shittiest frigate even began dropping CR
Why would they do such a thing?
>>
File: 1480032196578.png (805KB, 1920x1080px) Image search: [Google]
1480032196578.png
805KB, 1920x1080px
How is the Mimir's Nidhoggr Lance supposed to work? I shot it right at this Onslaught while it was using its Burn Drive and it went straight through the fucking thing.
>>
File: 1454375600125.jpg (83KB, 816x612px) Image search: [Google]
1454375600125.jpg
83KB, 816x612px
Same Anon as >>180749860

When would be a good moment to start using mods?

This is my first campaign and is starting to get boring, I'm going to commission for the Hegemony and buy some better and bigger ships as my money supplies/fuel allows. I have all the Industry skills, and that skill that reduces 25% fleet fuel usage.

I hope that doing this will make things more interesting that waiting for a bounty that I can do.
>>
>>180771794
use em right away
I think Industry skills are a waste, you end up with ample money pretty quick
>>
i've been going combat first lately, the +150 armor calc skill makes a real difference when a destroyer is half your fleet
>>
File: old men.jpg (127KB, 800x1130px) Image search: [Google]
old men.jpg
127KB, 800x1130px
>>180772612
>use em right away

So what mods are /stsg/ approved?
>>
>>180773246

all

none
>>
>>180773246
the asanagi mod
>>
>>180773246
No mods are approved if you go by /stsg/ standards. The only way to play E T H I C A L L Y is to play Vanilla.
>>
>tfw 1.0.1 steam version
>>
>>180773246
Audio Plus
Autosave
Combat Chatter
Common Radar
Console Commands
DynaSector
Nexerelin
Save Transfer
Ship/Weapon Pack
Simulator Overhaul
Steiner Foundation
Underworld
Upgraded Rotary Weapons
Version Checker
Blackrock Drive Yards
Diable Avionics
Interstellar Imperium
The Knights Templar
Outer Rim Alliance
Scy Nation
Shadowyards Reconstruction Authority
>>
>>180776148
Maybe by the time I'm retired.
>>
>>180776148
>1.0.1 steam version
>16GB RAM minimum requirement
>>
File: 1493217452368.jpg (49KB, 497x609px) Image search: [Google]
1493217452368.jpg
49KB, 497x609px
Noob here, why does bounties scale so fast? They force me to do other activities to recover/buy more ships every few bounties.

Unless it is intended to not depend on bounties as viable main activity.
>>
So random sector massively improves performance by not having so many useless markets?
>>
>>180780353
If the bounties are running away from you rather than at you, your fleet is too expensive to be profitable.
>>
>>180780353
All I can recommend is increasing the max amount of bounties shown just to see if RNG gives you a low one.
>>
>>180754140
who made this? or it's from a game?
>>
File: 1493942632834.jpg (68KB, 912x214px) Image search: [Google]
1493942632834.jpg
68KB, 912x214px
>>180780353
Bounties were specifically changed to do that in the latest patch. I used to prefer doing them over surveys to make money, but now I don't even fucking bother and just do trade missions instead.
>>
>>180781997
It is from someone importing SS ship sprites into WTF
>>
Does Shadowyards have any kind of gameplay niche? I don't know if I've just spoiled by other faction mods, but their ships seem slightly weak.
>>
>>180784963
Supposedly their ships vent/ dissipate flux faster at higher levels
>>
File: 6VZU1sV.png (1016KB, 783x646px) Image search: [Google]
6VZU1sV.png
1016KB, 783x646px
>>180782571
>Start game
>Lowest bounty is 80k
>>
>>180785758
That's normal in some cases. I've had several games now where 80ks are default start. You need to mod bounty frequency to get a better initial range as far as I know
>>
>>180785758
It's probably some Pather shits as well.
>>
>>180784963

CEPCs on errything

they're pretty nice guns
>>
Which fucking mod has this unreadable grey color
Is that DME
jesus christ
>>
>>180788371

DME are a fairly clear white. your monitor's fucked.
>>
File: 1498248792367.jpg (45KB, 480x515px) Image search: [Google]
1498248792367.jpg
45KB, 480x515px
>Factions for some reason go to war with 80% of the sector all the time
>Bounties suddenly chopped by 3/4 because everyone's hostile and still taking up the fucking bounty slots
>If I go factionless I'm stuck without military markets
>If I go jew I get fucked over by tariffs or by the "we found nothing on you but fuck you anyways" space cops
Are surveys as boring as I imagine them to be? Just go to some point, press button, receive money?
>>
>Salvaged a cathedral at the start of the game

Time to put this fucker in storage for a little while lol
Needs like 2000 crew
>>
>>180788942
>Are surveys as boring as I imagine them to be? Just go to some point, press button, receive money?
Yep. Sometimes you get some derelicts to fight.
>>
File: 1495396038251.jpg (569KB, 915x958px) Image search: [Google]
1495396038251.jpg
569KB, 915x958px
>>180789038
>Towing a cathedral with a bunch of frigates
>>
>>180789038
It's so slow that you'll probably never end up using it anyways.
>>
>>180782868
And i'm supposed to know what WTF means?
>>
>>180782868
Is WTF any good?
>>
File: alpha strike generator.jpg (59KB, 451x452px) Image search: [Google]
alpha strike generator.jpg
59KB, 451x452px
This thing ruins armor.
>>
>>180794721
t-that's a big ship
>>
>>180795027
U
U
U
U
>>
>>180794224
Not really, but when done it might be ok.
>>
>>180794065
wayward terran frontier something something, I don't recall the exact name.
>>
File: unfun.png (15KB, 261x94px) Image search: [Google]
unfun.png
15KB, 261x94px
>ECM
why the fuck do i even bother with the damn modules if i'm gonna sit at -20% no matter what?
>>
File: 1429851590564.jpg (13KB, 233x217px) Image search: [Google]
1429851590564.jpg
13KB, 233x217px
>Decide to try DA
>Snatch a storm in the black market early
>No idea what I'm doing, slap triple frost wankers on it
>It kills absolutely everything, can do up to 200k bounties with just 2 calms and a gust
>Already gotten past the 1M credit mark without buying anything else
Just how powerful are these things? Do they have energy damage?
>>
>>180797118
>Buy shitty frigates
>Refit them with nothing but ECM module
>Throw them at one corner of the map and forget about them
Problem solved.
>>
>>180797118
If you're trying to win the ECM war, every single ship needs to have the module on and you have to max out the skill. Otherwise you will lose more often than not against high tech fleets.
>>
>>180797385
He would need 27 frigates to make up the difference since each frigate only adds 1%. That's already around 130 supply worth in deployment. Not worth it.
>>
>>180797710
Correct me if I'm wrong, but ships innately grant an ECM percentage while the ECM package adds on top of it, and it adds 2% to frigates on top of what I assume is 1%, so he'd only need 9 to compensate. This'd be 18 supply if he's lucky enough to get a ton of pisspoor shuttles. This is pure theorycrafting at this point but if he goes for the industry skills and slaps reinforced bulkheads on those shuttles he might even recover them for dmods assuming they get destroyed, maybe even lowering the deployment to 1. Assuming no further CR loss in the engagement obviously.
>>
>>180798406
Infeasible. The fuel costs alone would be horrendous.
>>
>>180798406
It doesn't work like that as far as I know, otherwise the skill would probably have been nerfed for players already since people complain that ECM already makes the game too easy
>>
>>180798406
>Assuming no further CR loss in the engagement obviously.
They will always lose CR, they're just more likely to die if they have D mods stacked.
>>
>>180798749
ECM skill stacks with the ECM module.
>>
>>180799049
Well shit, guess that's going to have to get nerfed.
>>
>>180799178
It's not as bad as it sounds? Honestly it's a waste to spam ships just to fight ECM, because the range deficit doesn't actually harm you unless you're severely outclassed. The AI tosses the advantage away by throwing their ships away without smart positioning.

That said it would be pretty easy to just make it so that frigates contribute 0 to ECM, or have it so that ECM module costs all of a frigate's OP or doubles its maintenance or whatever.
>>
>>180799178
Well thing is ECM modules cost a fair bit of OP, so having dedicated ECM ships is at a detriment to combat capability, which reduces your advantage, which is what you're trying to gain in the first place.
So its kinda redundant.
>>
>>180799912
The idea is that if your ships have nothing but ECM, they don't need to part of the fight and don't factor into combat capability. If each frigate is 2 cost and you arm them with nothing but an ECM mod and get 3% alongside the skill, you'd only need 9 to hit the max 25%, and that would only cost 18, which is about the size of a one Light Cruiser.

You could double that and get around 54%, and you'd basically be fielding 2 Light Cruisers, but you'd get enough ECM to block out a fleet.
>>
>>180798406
>only need 9 to compensate
You do realize that there's a cap to the fleet size and deployment supply, right?
>>
>>180800968
You can mod both of those in simple tweaks, so that's not a factor in this.
>>
>>180800968
Based on what anon is theorycrafting neither of those would make much of a difference. Against a fleet of low tech, 9 ships is enough to hit the maximum cap, but your ship deployment limit is 30 ships normally, and if the group of 9 only costs 18 total due to stacked D mods, then that's not a lot at all.

Even with just 10 ships you can normally take a battle outnumbered two to one or three to one depending on your loadouts. If you set aside 5 ship slots for logistics, that's still 16 ships you can field, which is plenty.
>>
>>180801096
being able to edit the config doesn't justify the problem.
using the same logic, you could also say that bounty nerfs are justified because the spawn distance and frequency can be edited, but everyone knows that the bounties have issues.
>>
>>180802481
What actually is the problem? You know you don't need a 9 ship dedicated ECM group right? I run 22 ships (450 supply max) and I'm usually at around 70% ECM, with only 2 dedicated ECM carriers.
>>
I'm beginning to think the aurora is unusable without safety overrides.
>>
>>180803431
SO is the hull mod for cool dudes slowpokes get out
>>
I'm starting to think that bounties are broken.

I barely have 2 cruisers and I already have bounties with Onslaught as flag ship.
>>
>>180804017
How big are the fleets accompanying them
>>
>>180768926
Late, but better late than never
Resident Mimir shill here, the Nidhoggr has two uses:
>against shields
It deals a massive amount of base damage and often overloads weaker shields/reactors in a single shot, and often does about a third worth of hard flux against stronger ones. Its massive range makes it an incredibly powerful anti-capital siege gun.
>against armor
It only FEELS useless, but you need to realize that the damage it deals travels along the entire path of the projectile, razing armor along the way. You're not going to notice the damage it deals before the third or so shot against heavily armored ships though, BUT

You can also anally annihilate Onslaughts. Lance them in the engines from behind while they're dumb enough to keep their shield up against the rest of your fleet, causing the Lance projectile to overload it from behind. It's a pretty brutal weapon.

Arm your Mimir with burst weapons and 60 flux vents, you're gonna need those to get the most potential out of the thing. It's extremely elusive, so employ hit and run tactics. Play it like an oversized destroyer against other capitals. Murti CAS Beams are the best for the medium slots, and anything long range to pressure shields with in the large ones.
>besiege shields until they overload
>drift in
>melt ship into slag with explosive burst lasers
Lots of venting in-between though.
>>
>>180807078
I'm still here, thanks. Going from in your face Onslaught tanking to something like that might take a bit to get used to though.
>>
>>180810453
The Mimir's playstyle isn't that easy to learn, but it's very rewarding once you figure out how to make it work. The biggest issue, I find, is figuring out what to fit in the large energy slots.

The role I use the Mimir for (as a player piloted ship) is somewhere between fire support (using mainly long range beams to wipe the floor with light craft) and assault (bursting down anything big and beefy), because the sheer speed this damn thing can move at is perfect for both.

Learn how to manage your flux and vent frequently and you won't need PD (although 2 in the rearmost turrets are fine). Accelerated shields is a huge help for something that practically spam-vents, so consider that. Accelerated Turrets + Tac Lasers (or any equivalent) is amazing against fighters, too.


Oh and never try to tank with your Mimir unless you're already moving backwards and getting ready to hit your system key, otherwise you'll get fucked. Getting overloaded is a death sentence.
>>
>>180810453
>>180810853
I should also add that the Mimir is, from my experience, really bad at fighting red beacons. 25% CR deployment cost is impossible to sustain, even with Automated Repair Unit. You want to use ships that drain less than 15% for that. Continuous fighting is possibly its biggest weakness.
>>
Why am I not seeing IBB ships in my Codex even though I have Nexerelin, Dynasector, and Ship/Weapons pack (among a lot of other things)
>>
>>180811345
Because they aren't listed in the codex at all.
>>
Are IBBs limited in number or does the game just keep generating more of them?
>>
>>180813421
There's something like 25 of them in total.
>>
>>180813421
IBB's are hand crafted bounties and are limited. You will never face the same bounty twice. Also, if you end up facing three different super cap ships then you should be at the end of the IBBs.
Also, if you have Underworld, you should try visiting the Styx system and taking on the named pirates there
>>
>tl;dr been learning to mod and paint, anyone have any input on a no-shields faction, each ship having probably 4-6 modules just to keep it from being way too much and shitting up the performance

My plan is some kind of no-shields faction with armor plates, I don't know the exact theme but it can be whatever, an expeditionary fleet that was separated before the Domain started the widespread use of shields and never got to update their tech, or just straight militant Luddic loonies, etc. etc. etc. whatever.

I've been doing some playtesting with a destroyer I made against vanilla trying to get a good feel for how durable armor plates need to be to put up a fight for awhile against shielded opponents, and I found out that torpedo hits fucking WRECK all of the modules instantly and still bleed damage to the real hull.

So my idea is more or less that they're kind of a damage race faction, you kill them fast with the right weapons, and they kill you fast because they aren't gaining flux from absorbing shield damage so they can shoot for a lot longer.

It works pretty decently with the ship that I've been testing, it's actually a cool little mechanic to be horribly afraid of taking a torpedo hit because it doesn't just hurt like hell, it rips any modules near the area clean off and leave a paper thin hull revealed(for a destroyer sized ship a Reaper actually rips them all off, whereas 2 Atropos hits tear off what they're hitting + splashing directly adjacent modules).

Wall of text aside, I haven't seen any other mods doing a armor-module base defense(SCY has them, but they're just extra defense in addition to the shields, but if there is tell me), and one of the cool things about it is I can make alternate variants by popping a weapon mount module or a module with EMP etc. and it's really noticeable because the ship actually changes shape
>>
File: EMPs you.png (11KB, 240x300px) Image search: [Google]
EMPs you.png
11KB, 240x300px
>>180815497
>My plan is some kind of no-shields faction
So how are you going to deal with EMP
>>
File: eagle_test5.png (161KB, 168x218px) Image search: [Google]
eagle_test5.png
161KB, 168x218px
>>180815497
The plates block and absorb EM & EM arcs automatically and they'll have hard-modded Resistant Flux Conduits installed with a little lore tidbit in the description about how they aren't stupid as fuck and insulated their ships against electromagnetic weapons

They're just as immune to EM as shields are if you're hitting the plates.

I've done a lot of playtesting with a prototype ship I assure you I wouldn't bother if it wasn't something interesting
>>
>>180816401
>>180816191

I meant to add that I was considering a paint scheme similar to that for the Hegemony ships I was going to use if I decided to do some low tech Hegemony-branch

I should also specify the armor plate modules aren't hullmodded with Resistant Flux Conduits, the actual ships themselves are
>>
>>180816401
Consider giving them a custom small burst flak, with tactically positioned small mounts across the hull. High upfront damage or large aoe, long rearm time, let them really fuck over torpedo volleys.

It won't be a huge deal for the player to deal with that, since pd saturation missiles already exist, but it'll help against AI fleets.


Do you know whether SCY ships carry hullmods over to the armor modules (see: Heavy Armor)? Do you intend for this to be the case in your mod?
>>
I love devastators and heavy machine guns. Do any of the mods add some other nice CQC guns?
>>
>>180816624
Ship/Weapon Pack has plasma flamethrowers.
>>
>>180816568
I don't know if they do, I know that the modules are essentially their own ships as far as the game is concerned so they have their own hullmods, I don't think the main ship transfers its hullmods to modules because something like the Mothership with Vast Bulk wouldn't be functional and like I said before the modules are also separate entities

I'll have to test it with something that's easy to notice, perhaps expanded missiles racks and give a module a single torpedo to see if it shoots twice instead of once
>>
>>180816935
I've tried Heavy Armor on the Nemean Lion and it didn't seem to do much, if anything, but my tests were anything but expansive.
I'm just bringing it up because I feel like it could become a problem. Putting Heavy Armor on something that relies on armor modules is going to fucking suck if they don't get the bonus.
>>
Alright, I've just started this, and I'm enjoying it a fairly decent bit, but I have a few questions and I neither know where to go to ask nor see an OP Pastebin for this sort of shit, so I'm sorry if asking is retarded or something.

If I'm starting out as a combat loadout and going around blowing pirates the fuck out and all that, but Bounties keep appearing, what's a reasonable bounty payout that I can shoot for? I assume difficulty of them scales to payout, so a 90k bounty is a Bad Fucking Idea to take out with a fairly default loadout and only the two ships.

Second, how do you actually... acquire money in reasonably large amounts? I assume bounties, since surverying is kind of interesting but if you go survery it seems like you just get BTFO by the first combat encounter you find because the survey loadout ship is just absolute fucking flying garbage.

How do you actually acquire new ships? I keep recovering pirate ships and other shit, but they're wrecked as fuck, and the tutorial didn't really cover how to make them not-shit. I've been pawning them off to the Hegemony so far, but it's like selling games to Gamestop.

Are there any mods that are just required? Is there anything that's extremely highly recommended? I'm a little hesitant to mod it yet due to being new, and I don't fully trust the whole official-forum community modlist after shit like Rimworld advertising Hardcore SK as a "Totally great modpack there's nothing wrong guys"
>>
>>180817146
You'll need to get a feel for what kind of fleets you can take on, and how big a fleet will be, depending on bounty size. I'd definitely urge you to read the bounty description, since they are pretty useful now.
Also try to chart a useful course that employs a lot of missions along the way to maximize profits. In the mission menu [E] click "All" and hit [W] to open the map. Easy planning.

Commissions and bounties are good, trading can also be pretty lucrative if you git gud and learn your trading routes. I don't think that's fun though so I usually blow up bounties.

When docked at a station and refitting your ship, look to the bottom left, it should say "Restore [G]". This removes any D-mods, but is more expensive than buying a new ship.
Grabbing a faction commission and buying from them directly is the easiest way to obtain good ships fast, but you need high faction standing. You can also hit free ports (Askonia should have one) and buy ships there, but they're much more expensive.

Get Nexelerin, Dynasector, Ship/Weapon Pack and Underworld, all of those make significant changes to how missions and such work.
>>
>>180816624
Diable has their Scatter Cannons and Beam Repeaters.
Shadowyards has the Scatter CEPC and CAS Beam weapons, which are like Phase Lances.
>>
>>180815497
Two things:
- The torpedo damage bleeding through modules has supposedly been fixed in the latest hotfix. You should make sure you are running 0.8.1 RC8

- Flux and shield management is *the* feature that makes the game so rewarding to play. Removing that isn't necessarily an issue but you should probably try to replace the shields with another mechanic (see Templars and Exigency), or at the very least make kick-ass ship systems. Otherwise flying your ships could boil down to get in range and let the guns do their job in autofire, while turning around from time to time.
>>
>>180815497
The problem is that of player agency, you simply cannot remove shields without replacing them with a mechanic that is least vaguely as complex. That is the single hardest thing to do in the Modiverse.

The armor idea is great and all to fight against, but ultimately playing as won't be that interesting. The gameplay essentially boiling down to "keep shooting until you die, rotating to face armor to the enemy". That is highly simplistic compared to shields, and the entire flux (heat) mechanic, where offense and defense are linked naturally.
>>
>>180817875
What about a form of accelerated ammo feeder/high energy focus?
Press right click, weapons do much more damage but the flux efficiency gets tanked, also small chance of short lived weapon malfunctions as long as the system is active.
Lorewise they are overclocking the weapon systems well past their safety threshold, would work wonderfully for Path stuff
>>
>>180818084
I would recommend attacking the player agency problem, as right click defense systems that use the flux mechanic, combined with whatever type of F key system you want.
>>
>>180818084
That is probably too much of an automatic switch on in range than meaningful decision.

How about an armor regeneration system that also doubles the damage taken to bare hull and halve the range/deactivates the weapons? That would require careful usage to avoid receiving a big hit while you try to restore your defenses. Sort of an armor based analogy to venting.
>>
>>180817875
>>180817727
The point is that it's different, and honestly having to rotate your armor isn't any less of a link between offense and defense than having to lower your shields every so often. I ended up with the main weapons are hardpointed, so if you try to spread the damage you're not going to be shooting as much, just like if you try to soak all of the damage with shields you're not going to be shooting as much,

If you just try to point at the target and allahu akbar the front armor gets ripped off and the inside has much less armor and a weaker than average hull so it dies pretty fast.

I think you've really oversimplified it, it's like me saying "Starsector just boils down to keep shooting till you die, rotating omnishield to face enemy"

I don't have them set up to have infinite flux if that's what you're thinking, they have pretty small flux cap/dissipation, after some testing the destroyer more or less shoots a little longer than vanilla destroyers(with vanilla destroyers absorbing shots), so my little prototype destroyers is getting pounded the whole time, and then when the, say, Enforcer, has to lower its shields, some shots flood in before both have to disengage and vent

I'm actually moderately impressed with how well it works out, that's the only reason I decided to go ahead and do it
>>
>>180817547
Thanks, man. I picked up those and a few of the minor utility ones like Combat Radar/Chatter.

Browsing the Faction ones, and I like the look of the ships from this: http://fractalsoftworks.com/forum/index.php?topic=3491.0

Is this one going to cause any sort of crazy as fuck problems and break balance or anything? If it is, then I'll avoid it, but desu I like the graphics.
>>
>>180818634
Well it's your faction so do what you think will be better. Just keep in mind player agency when designing the system then. It's never a mistake to do so.

If you want to read a lengthier argument about those issues from a (now dead) mod:
http://fractalsoftworks.com/forum/index.php?topic=10055.msg175889#msg175889
>>
>>180818705
Shadowyards is alright, it's not crazy at least. Some of the mods are fucking retarded though so be aware.
>>
>>180818705
The radar mod made me regularly crash on save (I have no fucking idea HOW, but it was definitely the culprit) without error message. It appears to be a bit of a unique problem, but if you get anything like that, try disabling it.

>Shadowyards
Pic related.
It's definitely one of the more balanced mods out there.

Consider Interstellar Imperium, Tyrador Safeguard Coalition and Metelson as well.
Although Tyrador's bombers can be a little gamebreaking if you choose to use them.
>>
>>180818875
What mods make your personal "fucking retarded" list?
>>
>>180819053
Not him but,
>Reds
Hideously overpowered (on purpose, but even as a boss faction they're fucking stupid)
>Dassault
I mean for starters, one of their cheaper frigates is basically a better tempest. Overpowered faction hull mod, overpowered weapons, etc. etc.
>Neutrino
Not fun to play against, since they have a permanently cloaking cruiser (that only stops once it starts degrading CR), has 9gag humor weapon names like HERP and DERP, and is generally, again, pretty fucking overpowered.

Of the overpowered mods, Templars does it well, but I'd beware using it with Nexelerin because they can become an immense nuisance once hostile toward you.
>>
>>180819053
Templars and if I recall GKS and Dassault, I can't remember if GKS is as bad as I'm thinking though.

There are others, it's just 6:20 AM and I can't remember.

It's fine to install them all of course because who cares, some of them look nice(Templars don't though) and often times they're intentionally overpowered to make the game challenging
>>
>>180819207
Do you have any .csv changes that can make them closer to balanced?
Please, csv only since i have no clue how to mess with the .jars
>>
>>180819647
Manually rebalancing Dassault should be as simple as tweaking the faction hull mod. Although this doesn't quite affect the weapons.

But no, I never made an effort to try and rebalance other mods. I just play without the listed ones. Neutrino is hopeless and Reds would likely be a lot of work.
>>
>>180819742
To which numbers though?
And how hopeless are we talking about? I thought Red was leagues beyond Neutrino on terms of overpoweredness but from your post it doesn't seem the case.
Keep in mind I've only played vanilla so i don't quite have a good expertise in the field of mods
>>
>>180819939
Neutrino is just decently far ahead of the curve, Reds are fucking retarded.
You can probably salvage Reds with a numbers tweak, but they have a lot of ships, weapons, fighters, etc. so it'd be a ton of work. Neutrino is hopeless because the mod author seems to barely have any idea what they're doing and not care about testing their fucking shit.

Don't let me stop you from trying the mods out though. Grab the Console Commands mod, read through how to use it, and cheat yourself a fleet so you can see for yourself.
>>
>>180820106
Wait, so Red is salvageable because i can alter the .csv but Neutrino isn't because the mod author doesn't know how to balance? Can't i alter Neutrino .csvs or is the cause of their unsalvageability in the .jars?

Keep in mind you are talking to a bona-fide almost-retard when it comes to this stuff
>>
>>180820913
Nah the mod author is, aside from being too retarded to balance, doesn't seem to care to fix bugs.

Give the mod a try, if only to see how many times you can get your game to crash with Neutrino at fault.
>>
File: Bez názvu.png (359KB, 1440x656px) Image search: [Google]
Bez názvu.png
359KB, 1440x656px
Where did i go wrong? I remember this worked last time i played in 7.2 (if its not apparent from the picture, the maxbattlesize in settings is 1000, but it can only be set to default 600 in game)
>>
>>180821171
Dynasector changes the max battle size if you're using that.
>>
>>180821040
Can this be fixed in the DL version or do you need the source code?
>>
>>180821624
go to starsector/mods/[modname]/data/hulls/

open ship_data with a spreadsheet(open office or excel) and set it to read the line separations or whatever by commas

then you have rows of ship stats you can alter, but you'll have to have a little bit of a feel for the game to understand what your changes will really accomplish
>>
>>180821824
I meant the bugs
>>
>>180821453
Thanks m8, edited it in dynasector file and it works like charm now
>>
File: 1233043525786.png (58KB, 455x300px) Image search: [Google]
1233043525786.png
58KB, 455x300px
living and breathing
>>
>>180825569
Speaking of flak, what mods other than SCY add small flak guns? I need specifically small ones on my Pandemonium, and the SCY ones don't look nice on it.
>>
>>180722915
>[YouTube] An introduction to: Starsector (embed) [Embed]
>>
>>180827043

prv has the punktskydd, but those are pale blue and might clash a bit on a red ship. great against missiles, a bit eh against fighters and torpedoes.
>>
>>180789298
In the big fights where the enemy comes to you, It'd maybe be usable

75 deployment cost for 4 large slots & 4 fighter slots is probably wasteful though.
>>
File: SS_FX_Screen001.jpg (105KB, 761x693px) Image search: [Google]
SS_FX_Screen001.jpg
105KB, 761x693px
Anyone tried this mod yet and can say if it's good?

http://fractalsoftworks.com/forum/index.php?topic=12503.0
>>
>>180828418
Yea I tried it
Seems to work fine, no crashes or whatever.
>>
>>180828418
I've used it, it does crash on rare occasion. Crashed with due, but it's fixed, now I crash with brdy due to weapon names.
>>
>>180828418
>xenoargh

no thank you
>>
>>180829301
It was updated yesterday, you have used it since?
>>
>>180794224
Sort of. It's rough around the edges and lacks content in general, but battles are really well-made. All I want now is armor angling.
>>180781997
>>
File: portrait26.png (38KB, 128x128px) Image search: [Google]
portrait26.png
38KB, 128x128px
I plan to post forever, of course, but barring that I'd settle for a couple thousand replies. Even five hundred would be pretty nice.
>>
I'm using 3x Tachyon Lance on Mimir, am I doing it wrong
>>
>>180837618
I find autopulse lasers much better for burst energy dps.
Especially since if things get nasty you can just dash away.
>>
>>180835991
a++
>>
>>180829890
No, haven't seen the update till now. The crashes are rare and I fixed the crash by copying and renaming files.
>>180837618
Mimir has a weird range problem because it's large mounts are way in the back, I'd personally swap on a guardian pd and have shield bypass
>>
>>180837618
>>180840304
The range on the Mimir is fine. With proper weapon group managing, you fire the Nidhoggr to pressure shields, vent, drift in, and then burst in order: Tachyon Lances, CAS Beams.

>shield bypass
>on a Mimir
What the fuck are you doing
>>
>>180840304
>shield bypass on any shadowyards ship
absolutely not, their paper thin armor, speed, and quick flux venting means hit and run is your best attack plan, you go in shields up, guns blazing, and when your flux gets too high you back out and vent
>>
>>180841046
Unless you're a Tartarus, in which case, between Siege Mode and 0.38 or whatever obscenely low number you can get on shields, combined with max flux vents and Flux Shunts, you just park yourself in the middle of combat and stay there.
>>
>>180841184
yeah, thats the one exception. it's the anvil to the rest of the shadowyards fleet's hammer
>>
File: Scylla.png (284KB, 414x414px) Image search: [Google]
Scylla.png
284KB, 414x414px
How the fuck do I arm a Scylla so that the AI actually fucking uses it correctly?
In fact, how the fuck do I get the AI to use phase ships properly in the first place?
>>
>>180844089
You give them eliminate orders on ships that have broken away from the enemy fleet and are by themselves
>>
>>180844179
>put Safety Overrides and Deva beams on it, basically nothing else but flux
>it still won't attack a fucking Diable carrier in simulation
What the actual fuck?
>>
>>180844743
Do you have the eliminate order on it?
>>
File: java_2017-06-26_19-35-21.png (995KB, 1033x751px) Image search: [Google]
java_2017-06-26_19-35-21.png
995KB, 1033x751px
>>180844918
Of coursh.
Turns out the AI is just a fucking pussy and wants range upgraded beams.
Do I just put the SCY SCPB on fucking everything? I've already got four on my Pando, I'm not sure I want to abuse this gun even more lmao
>>
>>180845129
You could try putting a reckless captain on it then.
Upside would be anything that it gets an order for eliminate it will probably kill.
Downside is it will likely die if you don't control it with orders.
>>
>>180845129
the simulator ai is set to coward by default
>>
File: portrait31.png (28KB, 128x128px) Image search: [Google]
portrait31.png
28KB, 128x128px
>>180835991
Anon's unfailing capacity to believe what he prefers to be true rather than what the evidence shows to be likely and possible has always astounded me. We long for a caring Board which will save us from our childish mistakes, and in the face of mountains of evidence to the contrary we will pin all our hopes on the slimmest chance of dubs.
>>
>>180846036

for what reason
>>
File: tem_portrait1.png (21KB, 128x128px) Image search: [Google]
tem_portrait1.png
21KB, 128x128px
>>180847089
FUCKING DOMAIN NIGGERS GET OUT OF MY SECTOR REEEEEEEEEEEEEEEEEEE
>>
File: portrait29.png (44KB, 128x128px) Image search: [Google]
portrait29.png
44KB, 128x128px
>>180847280
Superior images and superior memes have, when taken together, a geometric effect on overall posting strength. Well-trained, well-equipped Anons can stand up to many more times their lesser brethren than linear arithmetic would seem to indicate.
>>
>>180845129
>extreme modifications
Do you really use this?
Every time I've tried it I've been happy I could finally fit a useful loadout on my ship, but then instantly regret it as soon as I enter combat as my ship has turned into clown car where half the engines and weapons are not working at any given moment.
>>
File: portrait40.png (40KB, 128x128px) Image search: [Google]
portrait40.png
40KB, 128x128px
>>180847280
Sir, the-- yes I know Sindria has been overrun, that's what I've been tr-- yes sir. This was the fifth fleet in a row with only five frigates that these autistic fuckers have thrown at our Onslaughts. It's been TWO WEEKS and we haven't even reached our destination, this siege isn't going anywhere, it's going to take months at this ra-- Sir? Sir are you absolutely posi--
Yes sir... Over and out.

>tfw trying to besiege Templars in nex
Why the fuck did I take this job...
>>
File: tem_portrait2.png (25KB, 128x128px) Image search: [Google]
tem_portrait2.png
25KB, 128x128px
>>180848269
I AM THE HOLY
>>
File: portrait27.png (27KB, 128x128px) Image search: [Google]
portrait27.png
27KB, 128x128px
>>180835991
>>180847089
>>180847496
Observe the Anon as he tends so carefully to the posting blooms; just the right bit from the humerous, then a swatch from the autistic. Follow the shitposter as they gather and organize the fallen memes. What higher order guides their work? Mark my words: someone or something is managing the ecology of this board.
>>
>>180848012
>Combat 2, Damage Control 2 - +50% combat repairs
>Automated Repair Unit - +50% repairs
I mainly use it as an excuse to fit repair unit for the +50% CR restoration rate, especially on ships that cost shit loads to field. I wouldn't put it on something like an Onslaught.
With upgraded repairs, it's not that big of a deal. Plus, since this thing already chugs through flux like crazy, it doesn't really matter if weapons get disabled.
Engines being disabled is a lot more painful, but this thing is already slow as molasses and can teleport, so who cares?

You can put it on carriers too (and Unstable Injector) and not really notice it. Still, it's surprisingly balanced. Definitely not comfortable to play with, and extremely annoying on ships that rely on a built-in gun. Having it jam while charging it (see: Mimir, Adamas) is frustrating as hell.
>>
File: portraits_Approlight02.png (56KB, 150x150px) Image search: [Google]
portraits_Approlight02.png
56KB, 150x150px
A-admiral! Your Dominus won't fit! It's too big for my Nevermore!
A-ah~
>>
File: ms_portrait_006.png (27KB, 128x128px) Image search: [Google]
ms_portrait_006.png
27KB, 128x128px
>>180849053
YOUR NEVERMORE IS NO MATCH FOR MY SUPERIOR AVIONICS MISSILES
NOW FACE MY ULTIMATE CAPITAL, PANDEMONIUM!
WITH ITS POWER OF TELEPORTATION AND BALLISTIC WEAPONS I SHALL CRUSH ALL WHO STAND IN THE WAY OF THE DIABLE
>>
File: prt_147.png (49KB, 128x128px) Image search: [Google]
prt_147.png
49KB, 128x128px
>>180849353
YOU SEE IVAN, WHEN YOU EQUIP FOUR STORM NEEDLERS LIKE THIS, YOU DO NOT NEED TO WORRY ABOUT FILTHY DIABLE SCUM. THIS NEEDLER FIRES OVER FOUR HUNDRED THOUSAND NEEDLES PER SECOND.
>>
File: portrait25.png (39KB, 128x128px) Image search: [Google]
portrait25.png
39KB, 128x128px
>>180848618
What do I care for your posting? Dubs, even trips, is no more than information before the senses, data fed to the computer of the mind. The lesson is simple: you have received the information, now act on it. Take control of the post and you shall become master of the meme.
>>
>lone anon talking to himself
This is so cringy
>>
File: ii_portrait2.png (26KB, 128x128px) Image search: [Google]
ii_portrait2.png
26KB, 128x128px
>>180849650
Oh, but what if your needlers could not get close enough to your target, "admiral"?
We have perfected the art of Siege warfare, with our glorious Solis cannons and sledge guns picking you away from afar, what needler can save you from out merciless assault?
IMPERIUM INVICTA, GLORY TO THE TRUE SUCCESSORS OF THE DOMAIN
>>
File: BR_maleofficer4.png (56KB, 128x128px) Image search: [Google]
BR_maleofficer4.png
56KB, 128x128px
>spent 8 years sitting through shitty lectures and enduring simulator flights so I could qualify for capital ship duty
>finally got recruited just 2 months later
>board my shuttle, really excited
>ready to start my new job
>wait a minute, this isn't a Karkinos
>have to pilot a FUCKING Eschaton
>ship so understaffed, have to work overtime
>haven't slept properly in 3 weeks
>more like Eshiton
>not even allowed to take this thing into battle
>tfw BR_femaleofficer3 qt3.14 won't notice me
>realize I'll forever be a virgin
>mfw

>>180850257
How the fuck do the pathers manage to shitpost so much without implants?
>>
File: portrait28.png (40KB, 128x128px) Image search: [Google]
portrait28.png
40KB, 128x128px
>>180849986
Already we have turned all of our critical posting, all of our image hosting, over to these...things...these lumps of ramen and pocky we call Mods. And now we propose to teach them intelligence? What, pray tell, will we do when these little homunculi awaken one day to announce that they have no further need for us?
>>
>>180850736

harmless; a self-aware mod would immediately autoterminate
>>
File: prt_94.png (52KB, 128x128px) Image search: [Google]
prt_94.png
52KB, 128x128px
>>180850467
This is the police. You're under arrest for impersonating famous historical figures.
>>
File: portrait30.png (24KB, 128x128px) Image search: [Google]
portrait30.png
24KB, 128x128px
>>180850736
Once an Anon has changed the relationship between himself and his board, he cannot return to the blissful ignorance he left. Posting, of necessity, involves a change in perspective.
>>
File: portrait17.png (44KB, 128x128px) Image search: [Google]
portrait17.png
44KB, 128x128px
>>180851002
Please tell me that isn't a revenant text line I see.
Please tell me there isn't a revenant posting here.
>>
File: ii_portrait2b.png (26KB, 128x128px) Image search: [Google]
ii_portrait2b.png
26KB, 128x128px
>>180851181
THIS IS AN OUTRAGE
I ASSURE YOU SIR I IMPERSONATE NONE OTHER THAN MYSELF
>>
File: prt_33.png (47KB, 128x128px) Image search: [Google]
prt_33.png
47KB, 128x128px
>>180851434
Wow, this virtual reality headgear sure is fancy. It's like I'm actually fighting the Imperium!
>>
>make one post to bump the thread
>then this shit happens
>>
>>180851959
Honestly anon this is the best thing to happen to the general since 8.0 came out.
>>
>>180851959
I'd rather have portrait roleplaying than ethicalposting
>>
File: godiva.jpg (92KB, 629x629px) Image search: [Google]
godiva.jpg
92KB, 629x629px
>>180852047

i do enjoy the vanilla SMAC portraits
>>
>>180852181

well, obviously
>>
File: BR_maleofficer3.png (50KB, 128x128px) Image search: [Google]
BR_maleofficer3.png
50KB, 128x128px
>>180851520
Excuse me young man but that isn't a VR headset, that is the latest in BRDY piloting technologies.
...are you saying you're NOT our acting admiral of this Knight-class cruiser?
>>
File: BR_maleofficer2.png (50KB, 128x128px) Image search: [Google]
BR_maleofficer2.png
50KB, 128x128px
>>180850704
Hey faggot, everyone knows your cigs are a stupid affectation. Get nicotine directly injected into your bloodstream, so your mouth is free for sucking on robot dicks inside your mask.
>>
File: prt_22.png (51KB, 128x128px) Image search: [Google]
prt_22.png
51KB, 128x128px
>>180852413
That would be me, Admiral Falcon! Now it's time for the pirate scum to show us their moves!
>>
File: BR_femaleofficer2.png (53KB, 128x128px) Image search: [Google]
BR_femaleofficer2.png
53KB, 128x128px
>>180852519
But admiral, we're not fighting pirates, we're fighting Shadowyards.
Weren't you at the briefing?
>>
File: portrait_luddic07.png (45KB, 128x128px) Image search: [Google]
portrait_luddic07.png
45KB, 128x128px
>>180852181
Fucking newfags! Back in my day we didn't even have to worry about ethics. We still had to load our ships' weapons with our OWN BARE HANDS, I tell ya. If you wanna talk about ethics, try taking down a Dominator in a Kite! Hah!
Nowdays every limp-dicked faggot kike-tach can buy himself a Paragon and go around believing he's Ludd himself.
>>
File: prt_20.png (45KB, 128x128px) Image search: [Google]
prt_20.png
45KB, 128x128px
>>180852613
Tango whiskey delta niner, I think our Admiral is wasted again.
>>
File: prt_92.png (58KB, 128x128px) Image search: [Google]
prt_92.png
58KB, 128x128px
>desperately clinging to life in a dysfunctional society ruled by crime lords and a jaded government
>try to take on jobs among passing spacers
>talk to a particularly interesting captain
>"what kind of skills do you have?"
>fake it till you make it
>he hired me!
>mfw made the captain of a Sidecar
>>
>>180853274
Don't worry, the ejection pod SHOULD save you! Hopefully. Maybe. At least the first few times!
>>
>>180797118
Raise / double your battle cap and run with capital ships.

Or just run with that ecm package thing that cut's the enemies in half if they're winning.
>>
>>180856601
>Or just run with that ecm package thing that cut's the enemies in half if they're winning.
The modules that he is talking about IS the ECM package thing
>>
>>180856601
>>180857138

ECCM is the one that cuts your penalty in half. much cheaper than running ECM on all your ships, and you get better missiles too.

just -10% range isn't too bad.
>>
>>180857397
I'm PRETTY sure the ECCM one ONLY affects missiles
>>
>>180857949

and i'm PRETTY SURE you're a gay retard

>Reduces the chance for missiles launched by the ship to be affected by electronic counter-measures and flares by %s. A CPU core adjunct in each missile also improves the tracking algorithm (if any) and effective engine performance.
>Reduces the weapon range reduction due to superior enemy Electronic Warfare by %s.
>public static final float EW_PENALTY_MULT = 0.5f; >stats.getDynamic().getStat(Stats.ELECTRONIC_WARFARE_PENALTY_MULT).modifyMult(id, EW_PENALTY_MULT);
>>
>>180858195
I actually did not know that Anon, so thanks! I didn't expect Alex to add on to a missile only mod like that
>>
>>180858195
Does that give the entire fleet half off the EW penalty or just the ship with the mod gets the half EW penalty?
>>
>>180860201

just the ship

still a pretty good deal
>>
File: 1477341620313.gif (490KB, 491x274px) Image search: [Google]
1477341620313.gif
490KB, 491x274px
>>
>>180864436
What is that an image of
>>
>>180864529
female vagina
>>
http://fractalsoftworks.com/forum/index.php?topic=10992.0

does this really work?
>>
>>180865867

dunno. try it and report back.
>>
If I camp outside of a planet and blow up every ship that gets near it, would that affect its stability? Also, do trade convoys and smugglers actually have an effect on the economy, or are they just for show?
>>
File: 1490160549421.jpg (431KB, 650x1150px) Image search: [Google]
1490160549421.jpg
431KB, 650x1150px
Where do you buy decent ships that aren't civilian shuttles/logistic if you aren't commissioned?

Just store your fleet, make a fast personnel carrying fleet and go checking each inhabited system?
>>
>>180867826

get a commission you disgusting neutral
>>
>>180867826
Oh my, that's quite a lewd loli.
Independents only require relation for their military markets and carry ships from all factions.
>>
File: screenshot009.png (1MB, 1920x1080px) Image search: [Google]
screenshot009.png
1MB, 1920x1080px
Shit, son
>>
File: 1404351300144.jpg (209KB, 1280x1381px) Image search: [Google]
1404351300144.jpg
209KB, 1280x1381px
>>180868107
>get a commission you disgusting neutral

First campaign playing and I don't know if I should or shouldn't get a commission.

What are the pros and cons of commissions?

>>180868114
>Independents only require relation for their military markets
Any fast way to suck it to the independents?
>>
>>180868995

give them a bunch of ai cores

do a system bounty and kill a bunch of pirates

otherwise no
>>
>>180847089
Is that professor markaroni from Alpha Centauri?
>>
>>180868175
Where the hell are all those fighters coming from, because I don't see any carriers.
>>
>>180851221
>>180850736
>>180849986
>>180848618
>>180847089
>>180835991
I KEEP SEEING ALPHA CENTAURI LEADERS PLEASE STOP
>>
>>180869367
Cathedral can carry 4, and maybe there's a bunch of converted hangars here and there
>>
>>180868995
You get access to that faction's military tech, plus a small bounty and reputation boost for every hostile ship you destroy. In return, their enemies become your enemies, and you won't be able to access those markets until tensions cool off. That can take up to a cycle or two.
>>
where to find ai cores
>>
>>180869435

you missed santiago

>The klaxon began to wail, but we felt the reassuring tingle of the Damper Field crackling to life around us, encasing the entire ship in its impenetrable glow.
>- Ensign Kel Dickerson, Inquiry on the loss of the SDS Zenith, c204
>>
File: crest_ai_remnant.png (64KB, 256x256px) Image search: [Google]
crest_ai_remnant.png
64KB, 256x256px
totally not a tritachyon weapon bump
>>
>>180864529
dragon dildo-class battlecruiser from shadowyards
>>
File: screenshot013.png (1MB, 1920x1080px) Image search: [Google]
screenshot013.png
1MB, 1920x1080px
>>180868175
>12 fucking speed
>1M+ to restore
Would be worth it if I could actually slap SO on it
>>
>>180872741
Well what did you expect from trying to restore a ship that's 50% more expensive than a paragon?
>>
>>180872741
It's worth restoring. That's the closet you can get to a personal battlestation.
>>
>>180865867
Nope.
>>
>>180872741
you can't add SO to it as it is barred from caps
>>
>>180876412
That's the point
>>
>>180876981
if you remove the (cock)blocker code and you don't use SWP then you can use it on caps. it isn't as unethical as most would think
>>
>>180877829

t. just enjoying his quad-plasma paragon
>>
>>180879068
That works even without SO.
-Fire plasma
-Back off and activate Fort Shields
-Wait until soft flux is mostly gone
-Repeat
>>
File: (D).jpg (129KB, 600x822px) Image search: [Google]
(D).jpg
129KB, 600x822px
daily reminder to crash your ships
>>
>>180879994
>crash your ships
With either the reinforced bulkhead hullmod on them or officers with certain skills piloting them
>>
The AI is retarded.

I order a heavy cruiser to go to intercept a light cruiser on the other direction and the my cruiser prefers to shoot at a frigate.
>>
>>180869367
>>180869578
cathedral 4
albatros 2
and maybe some mods giving those other flak guys
>>
>>180882269
I don't see an albatross in that picture.
>>
>>180882438
You might be right

The AI always has a buncha converted hangers, I don't think its actually good
>>
File: 1491441722518.jpg (86KB, 516x763px) Image search: [Google]
1491441722518.jpg
86KB, 516x763px
How the fuck do you deal with a phase strike cruiser?

I lost 4 destroyers to just a single Doom-class.
>>
>>180884652
Stick fighters on it, or get a bigger ship with decent turret coverage.
The AI will just waste its CR never coming out of phase becomes it might get hit by a flak cannon or something.
>>
>>180884652

ion beams
>>
>Remnant Station can instantly spawn infinite fleets
WHAT THE FUCK! It's literally spawning them on top of my fleet, as soon as i end the battle a new battle start instantly and eventually all the ships will run out of CR
>>
>>180886232
But think of the AI cores anon.
>>
>RNG decides to fuck me over by not selling the weapons I want even as I look around the entire fucking sector
>If I do find one it's a single one and I need to look for more
>This is just to equip one single ship, God knows how it'd be if I bought ships in bulk
>>
>>180884652
Carry an afflictor, it's special ability stuns any ship for about a second, turning off their shields, weapons, engines and will knock phase ships out of their cloak, giving you time to tear into their fragile bodies. It also has a very short cool down and not to mention the ship itself is a pretty strong.

As the other anons mentioned, sticking long range beam weapons or fighters on a phase ship will force the AI to leave it's cloak on and will eventually burn out their flux capacitor, giving you an opportunity to strike while they recuperate.

Also a lone Tempest is really good at this, as it is fast and can keep up with phase ships with it's graviton beam. They also have a terminator drone witch can overload most ship's systems pretty easily, even capital ships if you are lucky. Combined the Tempest can effectively harass then stun phase ships for you, if not outright killing smaller ones.
>>
if you really want to fuck over a phase ship, bring a high-intensity laser
>>
how does one use the excelsior its 2 heckin wacky 4 me
>>
How many of you still use the default sector instead of a randomly generated one?
>>
>>180892405
Every time I attempt to use Random it crashes.
>>
>>180893919
Are you using Underworld? There's a fix for that in the last page of the thread on the forums.
>>
Is there any mod that adds customization options to the random battle mission?
>>
>>180892405
Yea massively improves performance, but some of the layouts are annoying
>>
File: 1496873760770.png (6KB, 415x416px) Image search: [Google]
1496873760770.png
6KB, 415x416px
>Remove officer level cap
>Skills still capped, now by the amount of space in the skill bar
>>
>>180892405
I'd use default sector but it makes Diable playthroughs seem really damn hard.
>Everybody that's worth a fuck hates you.
>Your base is several LY away from everyone else making it a chore to acquire new military vessels early.
>Your only friends are pirates which turns out to be more a detriment than a benefit because you can't even go on most bounties unless you want to piss off your superiors.
>>
>Shadowyard phase cruiser
Jesus christ what is this monstrosity
>>
>>180896334
I think you can still pick random faction relationships in corvus mode
>>
>>180896779
Fair point.
Homeworld placement still a bitch though.
>>
>>180896905
sure, but it helps. at least you'll be able to do pirate bounties and not get attacked by everyone in the core systems
>>
I want to marry Onslaughtsama!
>>
Is there any way to make Nex's faction war updates be restricted to the main sector like bounties and food shortage messages are? Ruins the immersion when I'm out in the middle of nowhere and still getting notifications.
>>
e-bump
>>
File: Untitled.png (288KB, 634x565px) Image search: [Google]
Untitled.png
288KB, 634x565px
>greatest tactician in the universe
>flies inside a black hole
>>
>>180903172
What mod?
>>
>>180896060
This. Random nex sector gen makes systems way too far apart. I'm not goes across the sector to go check out a factions size 7 base
>>
>>180905830
Ship/Weapons Pack, must have mod with nice vanilla like ships.
>>
File: 1489617290472.png (804KB, 1280x720px) Image search: [Google]
1489617290472.png
804KB, 1280x720px
How do you make that the AI keeps a fleet formation?

I want the AI to stick around my flag ship and wait for the enemy to close in.

Also I would like to know what everyone else do with its fleet before making contact with the enemy fleet. What kind strategies and orders.

I noticed that giving ships escort order makes them barely engage in combat.
>>
>>180908830
I use escort order at the begging because the AI usually ends up isolated and gets swarmed, I would also love some formation that prevents them from moving in front of my ship while firing the plasma cannons
>>
>>180909157
I was hoping some Anon may know some secret technique to make ships stay in formation, or stay in one place without wobbling around.

Or even make them stay in one place facing certain point and such other more complex orders instead of "go to this general direction and stay around there".
>>
File: 1495400893385.jpg (260KB, 1920x1080px) Image search: [Google]
1495400893385.jpg
260KB, 1920x1080px
Also why the fuck I order a ship to attack a certain ship she prefers to attack other ship?
>>
File: 1486188539372.png (2MB, 1920x1080px) Image search: [Google]
1486188539372.png
2MB, 1920x1080px
>>180906157
That's hardly a rule, though. I've had plenty of generated sectors with multiple faction bases in the same system.
>>
>>180908830
Defense point on the map help a lot too
>>
>tfw don't want to play until Tiandong gets updated
>>
>>180754140
I disagree, there should be a walkway that leads to access/maintain the engines. Skeleton crew 15->max 30 would imply at least 2 bunks. And it's got 50 cargo capacity so at least one small cargo bay.
>>
>>180909609
It's not alright when it spawns you in the corner. On that point, Corvus mode gives structure and predictability to the game. It's good to know where to buy certain goods reliably
>>
>>180911721
I'm sorry.
>>
>>180911721
>>180913968
From what I've seen, it is worth the wait!
>>
>>180911721
>tfw spend more time updating than playing
At this point I'm willing to succ just for a auto updater/auto save transfer program
>>
>>180908830
I set all ships to escort my slowest one, then right before the guys up front get engaged on I cancel the order.

This, running mostly aggressive officers and the occasional avoid order on enemy capitals tends to be enough for my fleet.
>>
>>180914269
From what I've heard, it took quite a bit of convincing just to allow Version Checker due to security worries
>>
I'm in the process of updating mods and noticed DR went ahead and nerfed the disco ball on the euphoria from 12 lances to 6.

Is it still fun as fuck to pilot?
>>
File: memeship.png (278KB, 670x542px) Image search: [Google]
memeship.png
278KB, 670x542px
>thread dying again

Post your most unethical loadouts
>>
File: twosuppliesleft.jpg (301KB, 1920x1080px) Image search: [Google]
twosuppliesleft.jpg
301KB, 1920x1080px
>timing your first round of missions perfectly
>>
File: screenshot229.png (598KB, 1920x1200px) Image search: [Google]
screenshot229.png
598KB, 1920x1200px
i dunno.

needs more saturation imo.
>>
File: scanmissions2.jpg (402KB, 1920x1080px) Image search: [Google]
scanmissions2.jpg
402KB, 1920x1080px
>>180921312
400k profit off these, more than enough to set up an early game bounty hunting fleet
>>
>>180918102
Pretty fucking disgusting. I assume it twoshots almost all destroyers and some cruisers?
>>
>>180924294
In a full burst, it can flyswat entire wings of Frigates, take out about 2-3 Destroyers depending on how tanky they are, and usually bursts down most Cruisers without firing the Nidhoggr.
Other Capitals get their shields pressured until overloading, and then usually oneshot if I withhold my SCPB ammo until the final strike.

For a vent-heavy and mostly PD-less setup, missiles kind of fuck me up, but only if I play like shit. Fighters are annoying and usually result in me having to waste ammo on them, but if the enemy fleet has lots of them I can just fall back into a fleet escort role and become the designated fighter-fucker.
>>
File: Low tech shitters.png (2MB, 1920x1080px) Image search: [Google]
Low tech shitters.png
2MB, 1920x1080px
>Ludds
Top left of the screen basically sums it up.
>>
>>180925667
inb4 thread ded, ludd ibb is the most difficult of the early bounties (alongside cancer diable wings).
>>
File: bh1.jpg (317KB, 1920x1080px) Image search: [Google]
bh1.jpg
317KB, 1920x1080px
>>180922935
Early game fleet all set up

First time using an Archer, lets see how this goes
>>
>>180925667
>bring a fleet five times as expensive
>win

wew
>>
>>180926448
>turned 400k into that
LOL
>>
>>180925945
You sure about that? Ludds are really bad at sieging due to a crippling lack of range, and a single point in Electronic Warfare is a free -10% penalty to them as well. You've just got to be prepared and bring long range ships.

>>180926483
My fleet wasn't that much more expensive, and the Matriarch was unfortunately just decoration because the bombers wouldn't do anything (since I neglected to make any strike orders). That said, I'm pretty sure Mimir + Pandemonium could've easily cleaned everything up on their own.


I'm REALLY disappointed with the AI's performance with the LP Dominator. Well, Safety Override ships in general. If you don't give them to a Reckless officer, they just don't fucking do anything - and when you do, they just die.
>>
File: archer.jpg (325KB, 1920x1080px) Image search: [Google]
archer.jpg
325KB, 1920x1080px
Not bad. The shield is pretty awful though.
>>
>>180926716
Safety Overrides are friggin terrible on Domi's/Onslaughts Since they rely on their big range to do stuff
>>
File: screenshot232.png (485KB, 1920x1200px) Image search: [Google]
screenshot232.png
485KB, 1920x1200px
>>180918102

i like my fits the same way i like my icecream
>>
File: screenshot233.png (698KB, 1920x1200px) Image search: [Google]
screenshot233.png
698KB, 1920x1200px
>>180926869
>he doesn't know
>>
>>180927084
>48 speed
>ITU with SO
wat
>>
File: 1465016459611.png (10KB, 444x361px) Image search: [Google]
1465016459611.png
10KB, 444x361px
>Burst PD starts shooting at ships
>No charges left when a massive salvo starts heading my way

>Main guns autofiring into missiles and fighters
>Maxed flux when combat begins

I know I can just micro the autofiring on and off, but there seriously needs to be a "I don't want you shooting at anything but X" function for guns.
>>
>>180927183
should just naturally not fire high flux weapons at missiles
And naturally not use PD on frigates
>>
File: screenshot234.png (572KB, 1920x1200px) Image search: [Google]
screenshot234.png
572KB, 1920x1200px
>>180927168

you want the LMGs to reach as far as possible. SO doesn't penalize anything under 450

>48
>>
>>180927408
everyone gets the flat 50 bonus speed though
>>
>>180927372
Phase lances are bretty gud against missiles and fighters just because of their instant travel time, and better if they're coming at a perpendicular angle since with a swipe you can destroy half a salvo with triple lances put on an eagle. Problem is it's so flux inefficient you only want to do that if there's nothing else in a lightyear radius.
>>
File: screenshot235.png (939KB, 1920x1200px) Image search: [Google]
screenshot235.png
939KB, 1920x1200px
>>180927487

SO lets you keep it at any flux level. c'mon dude.
>>
>Remove player level cap
>It takes like 2 500k bounty level battles to level up past 40
I don't know, seems to balance itself out tbf
>>
>>180927487
>being this retarded
>>
>>180927947
>>180927625
sorry I don't use safety shitride
Sounds like it needs nerfs
>>
>>180928134
>being this flustered
>>
>>180926514
200k my man

But yeah it's pretty bad
>>
File: screenshot236.png (1MB, 1920x1200px) Image search: [Google]
screenshot236.png
1MB, 1920x1200px
alex was merciful

this thing can fit nine infinitely reloading MIRVs
>>
File: screenshot237.png (1MB, 1920x1200px) Image search: [Google]
screenshot237.png
1MB, 1920x1200px
you don't need PD when you got this many missiles
>>
>>180930139
>>180929815
Anon, what are you doing piloting a remnant station? You're meant to destroy them!
>>
Can anyone give me the direct link to the igg-games crack? I get redirection bullshit when i try to open their links and editing the class through bite decompiler does not work.
>>
File: screenshot238.png (1022KB, 1920x1200px) Image search: [Google]
screenshot238.png
1022KB, 1920x1200px
fuck this guy in particular
>>
>>180928134
>we need to nerf this thing I don't understand
apply yourself
>>
File: screenshot239.png (357KB, 1920x1200px) Image search: [Google]
screenshot239.png
357KB, 1920x1200px
>tfw you run out of simulator enemies
>>
>>180930729
http://s000.tinyupload.com/index.php?file_id=15874896404452720912
>>
File: screenshot240.png (1MB, 1920x1200px) Image search: [Google]
screenshot240.png
1MB, 1920x1200px
a little busted up, lost all three armor modules. but all weapons are still online
>>
>>180931561
Now download GKS for their missiles.
>>
>>180931847
No, download Tyrador for their Lotus missiles. Those things are FUCKING terrifying.
>>
File: 1485266232575.png (2KB, 262x90px) Image search: [Google]
1485266232575.png
2KB, 262x90px
>>180931389
I really don't get it.
>>
>>180931847
>>180931895

i'm gonna settle for just giving every module a makeshift hardened extended shield generator
>>
>>180931979
I've tried cheating myself a remnant station before, but couldn't edit anything. Do you need the Playable REDACTED mod for that?

I've put makeshift shield gens on the mothership before, that was really fun to look at.
>>
File: screenshot241.png (994KB, 1920x1200px) Image search: [Google]
screenshot241.png
994KB, 1920x1200px
>>180931979

forgot mah pic
>>
>>180932045

i just used console commands' allhulls
>>
>>180931949
http://s000.tinyupload.com/index.php?file_id=45985862029387063398

ok try this one, this is the one thats in my folder
Just replace old one...

Alex might have stealth hotfixed it so this doesn't work anymore though

The links on the IGG site work for me, at least the mega one. Download a second browser like Opera or try IE if it doesn't work in your firefox.
>>
>>180927084
>not reapers
m8
>>
>>180933316

doesn't really matter what missiles you go with, they all work well.

i like annihilators here to really make sure that no enemy missiles get through.
>>
>>180933316
medum annihilators are actually pretty decent
>>
>>180933724

small ones can be pretty useful too. i've really warmed up to the rockets.
>>
>>180933316
Annihilators are actually a lot better than reapers in this scenario, because you can keep putting pressure on who you've decided to fuck up even after you've burn drive'd into them.
>>
>>180934148
>there even being an "after" if you have reapers
>>
>>180934859
theres always the next ship
>>
>>180930729
Use winrar, 7-zip crashes with a particularly long filename within the class
>>
Has DONG been updated, yet?
>>
>>180936114
No and never will
>>
>>180936114

nope
>>
>hey instead of just releasing a compatability patch i'm gonna touch up like two dozen ship sprites first
>>
File: dom1.jpg (613KB, 1920x1080px) Image search: [Google]
dom1.jpg
613KB, 1920x1080px
Just bought a dominator in the early game, can I let the AI pilot it or should it become my flagship?

Also post SO fits
>>
>>180936508

scroll up fgt
>>
>>180936356
He's such a perfectionist he would make Slaneesh blush
>>
>>180936210
>>180936246
God fucking dammit. I want that modified Mule. And that music.
>>
>>180936114
mesotronik is working on updating both his mods
"weeks" for tiandong
"months" for exigency
>>
>>180936601
Had a look at that and I don't trust the ai to run a SO variant
>>
>>180936356
that's our meso
>>
>>180938054
SO cruisers are supposed to be player-only ships.
>>
>>180939752
both shield bypass and SO ai ships can work really well with the right officer and loadout (a reckless one)

just follow them and join the carnage instead of telling them to back you up or expect them not to charge in constantly

braindead aggression is only a problem if you are running a fleet that doesnt allow for it
>>
>>180940353
Shield Bypass is fucking AMAZING on the right ships. The AI isn't that good at utilizing shields, and since they're even worse at venting, they often waste most of their flux on unnecessary shield tanking.
Shield Bypass not only alleviates the shield tanking issue, but also grants extra flux on top of that. Shit like the Pandemonium turns from a flux-inefficient piece of shit into a proper, actually terrifying dreadnought that can take on 200 OP fleets.
>>
>>180940530
does the pandemonium have the armor to survive without shields, though?
>>
File: skills.jpg (338KB, 1920x1080px) Image search: [Google]
skills.jpg
338KB, 1920x1080px
First game in a while that I'm not cheating for extra skills. What essential ones am I missing?
>>
>>180940912
>3 points in combat just for missiles

what sort of unethical cancer fleet are you running
>>
>>180940912
>combat tree
You fucked up
>>
>>180940912
the supply one under leadership for sure
>>
File: Yes.png (652KB, 1049x751px) Image search: [Google]
Yes.png
652KB, 1049x751px
>>180940893
You tell me.

Reactive Armor and a FUCKLOAD of point defense definitely let it shrug off basically anything, given your pilot has all the armor skills + adv. countermeasures.

Cautious officer. She actually vents. Obviously works with level 20 officers too, it'll just deal a little less damage.
>>
>>180941028
>not taking the only actually fun tree
>>
>>180941225
>2200 armor
not bad, and all that point defense should take out heavy hitters like torpedoes
>>
File: screenshot052.png (1MB, 1440x900px) Image search: [Google]
screenshot052.png
1MB, 1440x900px
>>180939752
>>180938054
AI is fine with SO, just need to stick an aggressive captain at the helm. The AI piloting an SO Aurora is actually extremely effective. I probably wouldn't stick SO on any ship trying to range things like a beam boat eagle is a bad idea. Ships with melee load-outs or high speeds tend to workout.

>>180936508
This loadout works pretty well for me, and the AI does a pretty good job with them, assuming they don't go retard and hunt down a frigate on the other side of the map. I usually keep a couple of these guys in reserve as hunter killers to mop up loose cruisers and destroyers while my capitals dive in and tear out their fatties. So of course SO is a must, that flux, and extra maneuverability, Aux Thrusters so you can turn on a dime and keep on a target or even evade, and ITU or Targeting core for some room to play with, makes a big difference staying on targets and lets you start your assault sooner. Stick Storm Needlers, or MK XV's if you have them on the heavy mounts, use these to near-instantly chew through shields. Next dump a bunch of explosive rocket on the missile mounts, preferably Harpoons for the dank tracking, helps a lot with frigates and the AI is pretty smart about using them only to break armor, they tend to miss with reapers or dump them on shields for whatever reason, and annihilators just kind of go everywhere they feel like. Rest of the build is just flux to keep your Needlers going while you burst them down and vulcans for point defense, swatting fighters or missles temporarily so you can dive in, the also double up as dps for your kills. Heavy mortars on the medium mounts can probably be changed for whatever you like. If you're poor get 4 medium needlers and stick them on the medium and heavy mounts. So ideally you run up to something you want to delete, needler the shields, then harpoon the armor and let the huge needler dps and vulcans finish off the hull. Pretty simple to use guy.
>>
>>180940912
Ideal skill progression here:
>Tech 3, Loadout Design 3
>Leadership 3, Fleet Logistics 3
>Navigation 2, Electronic Warfare 1

Industry 2 is good for Field Repairs 2. Salvaging 2 is very useful to have, but kind of worthless in combat. I tend to only take Field Repairs 2 and leave Industry alone, because it declines in usefulness if you actually want to pilot your own ships.

>>180941028
>>180941252
Combat is not worthwhile to start the game with. The guy should probably have started with Combat Analysis though.
Get Combat Endurance soon. You can get up to +10% overall ship performance bonuses at 100% CR. Mouse over the combat readiness in the fleet screen and hit F1 to see what you get.


>>180941587
I've experimented with flak, but continuous, inaccurate bullet hail is equally useful and better at dealing with bombers. This thing has only been hit by the occasional bombing run torp, never by a ship. They generally don't dare come close enough anyway, and when they do, get shredded by its own torpedos.

Granted, I'm combining like 4 mods here so it shouldn't be surprising that this thing is a wee bit unethical.
>>
>>180941820

combat is the best early-game skill. it's late-game that it tapers off to nothing.
>>
>>180941984
If we're talking early-game, Industry is. Surveying 3 with a decent survey fleet will net you lods of emone to upsize your fleet by just buying ships with $$$.

Combat only puts you ahead of the curve in the skill arms race against captains. While that's useful, it only has an impact if you're piloting a single beefy ship. Early game you're better off taking every ship you can get, throwing Reinforced Bulkheads on everything, and cobbling together shitty weapon loadouts from other salvage like you're a junk pirate.
Industry - Recovery Operations 2 helps with that a lot too. Early-game is not about perfection, it's about getting by without getting fucked. Field lots of ships and ASSUME you'll take losses, play around that. You can start working your way up into well-maintained ships later. Loadout Design 3 & Fleet Logistics 3 goes a LONG way in making your fleet stronger.

Plus, as a player, you want to be piloting an agile, small strike ship like a Tempest if you can somehow get your hands on one, not some big destroyer. The AI is good with slow ships, and bad with fast ones.
>>
>>180938054
>>180939752
>>180940353
>>180941627
AI SO ships are ideal ships for hunting things in lower size categories. IE SO destroyers will run around slaying frigates, SO cruisers slaying destroyers and being reasonable against slower frigates, and SO Dominators being great against cruisers and slower destroyers/frigates. AI SO frigates are a newbie trap.
>>
>>180942691
That said, I don't think AI handles PD offense builds very well because from what I've seen it doesn't tent to attempt to utilize PD as anti-ship weapons.
>>
File: archer2.jpg (625KB, 1920x1080px) Image search: [Google]
archer2.jpg
625KB, 1920x1080px
>>180940967
>>180941028
I was trying out early missile ships for the first time, I can spare 6 points for that
>>
>>180941225
>reactive armor
Mod?
>>
>>180943587
SCY Nation. Pretty good, that mod.
>>
>not giving yourself an extra 12 ability points just for filling aptitudes
>>
>>180942813
It does, it will just prioritize missiles over ships. You have to experiment on a per-fit basis though, and only aggressive/reckless will routinely close to knife fighting range.
>>
>>180943693
>"This mod is quite packed with content. When used with other large mods you may need to allocate additional memory. Expect longer load times."
>Already getting slowdowns with all the mods I have unless I start in random sector with minimum everything
Time to play it like a turn based game
>>
>>180942691
I wouldn't say AI SO frigates are garbage, they're pretty good in niche uses but as a backone of your fleet, I would agree they're bad. I tend to keep a handful of tri-jew SO frigates in reserve as interceptors when enemy ships inventively flee, retreat and you have to catch them before they completely escape. Things like a SO afflictor are great at catching phase ships before they escape. However not really necessary, it does save the trouble of having to re chase down the fleet and spam harry their retreat until they malfunction. They can also workout fine during the main battle when you have them running around capturing points, or in search and destroy mod, since they tend to hunt down random targets and other frigates anyways, but in this case SO frigates can actually catch up to their targets and eliminate them instead of being perpetually kited and wasting your time, then returning to your main fleet for extra support. They also kind of make this domino effect where their frigates and escorts will break formation to recapture points or to attack your frigates, opening them up and leaving their backbone vulnerable. Again not really necessary but they do have their uses in the right situations.
>>
>>180944224
It's also script-heavy and comes with lots of ships that consist of multiple parts and/or field fighters. If you're on a garbage laptop it MIGHT not be the right mod for you.
>>
Whenever i start a new game, i get this crash during loading after creating my character, any idea whats wrong?
184328 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)
at data.scripts.world.underworld.UW_Styx.generatePt2(UW_Styx.java:108)
at data.scripts.UnderworldModPlugin.onNewGameAfterProcGen(UnderworldModPlugin.java:212)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
184382 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
184382 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
>>
>>180944637
try disabling underworld
>>
>>180944637
Probably not Underworld
>>
>>180944637
>at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)

says right there m8
>>
>>180944637
Error logs are easy to read.
>at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)
>at data.scripts.world.underworld.UW_Styx.generatePt2(UW_Styx.java:108)
>at data.scripts.UnderworldModPlugin.onNewGameAfterProcGen(UnderworldModPlugin.java:212)
>Underworld

It's an issue related to UW. Update your mod (and/or all others) and if the issue persists, report it.
If you're using Nexelerin, it might be an incompatibility issue that has been patched. Although I don't remember what the exact error should be in that case.
>>
If your fleet is anything but cowardly carriers backing up hyper-roided SO rape machines I don't even know where to start with you.
>>
>>180944841
Well no just because it says underworld doesn't mean it is a problem with underworld.

Like maybe he's trying to run that Starsector FX mod which isn't compatible
>>
Maker of UW here. It's UW. Download the patch Histidine made.
>>
>>180944637

hey dude i think that might be related to underworld
>>
Corocotta or Dracanae for Scy cruiser? I've been trying to play as many different ships as I can, on paper I like the Corocotta's speed and ability to retreat/engage from combat tactically with it's ship system. Also, the fucking Boar classes ship system is pretty much worthless and along with it's built-in missile system missing its target 50% of the time, I really think it needs a buff compared to other missile cruisers.
>>
underworld sucks anyways, all you get is purple pirates that come suicidally attack you, forcing you to waste time killing them
>>
>>180944937
>not hyperroided SO carriers backing up hyperroided SO rape machines

>>180946115
And some extra pirate ships
Also
>not liking notScientology purple ships that kill the enemy by obnoxiousness alone
>>
What if you had a hullmod that reduced armor by 75% but increased speed by 120su
>>
>>180947283

300 speed medusa says "sup?"
>>
File: Lightweight Plating.png (52KB, 485x200px) Image search: [Google]
Lightweight Plating.png
52KB, 485x200px
>>180947283
Another SCY mod I believe? At least according to my search function.
>>
>>180946761
>not hostile to cabal
>cabal fleet sanics into me at maximum over sanic
>tells me to turn on my transponder if i want to talk idiot
>ok
>lmao gib ship
>>
>>180947405

put that on a paragon and wew lad

wew
>>
File: archer3.jpg (650KB, 1920x1080px) Image search: [Google]
archer3.jpg
650KB, 1920x1080px
The fleet is coming along nicely
>>
File: 1496299236994.jpg (107KB, 400x417px) Image search: [Google]
1496299236994.jpg
107KB, 400x417px
>>180948194
>Asymmetrical hammerheads
>>
>>180948301
>Asymmetrical hammerheads WITH ARBALESTS
>>
>>180948194
>driving a fatass ship
>>
>>180948776
>not driving a phat-ass ship
>>
File: 20170627212737_1.jpg (626KB, 1920x1080px) Image search: [Google]
20170627212737_1.jpg
626KB, 1920x1080px
Have I reached the true endgame?

What else is there to buy?
>>
>>180951553
>perversion intensifies
>>
>>180951553
Uh yeah once you get a paragon you have the most OP ship in the game including mods so it kinda stopped there
>>
>>180951882
What makes the paragon so good? Is it the range?
>>
>>180951945

it's got great absolutely everything except speed.
>>
>>180951945
It has a ship system that breaks the game, and if you spec for piloting the paragon (combat, specifically the hard flux dissipation, shield and flux related skills) it becomes invincible.
>>
>>180944376
I don't necessarily mean they're garbage, but they're a newbie trap in the sense that it doesn't actually help them fight things much at all in the sense someone would first expect them to. While SO turns most larger ships into hunters of some sort, SO frigates are almost strictly utility ships.
>>
>>180951945
Battleship-tier armor despite having the best shield in the game. More focused weapon slots than Onslaught or Conquest. More range than Onslaught or Conquest. Top-tier ship system. Only 10 fuel. Even if you add powercreeped mods to the game you can just add their powercreeped weapons to the Paragon to make it stay godlike.

That said, Paragon's only the most overpowered AI ship in the game. As far as player ships go it's nothing special.
>>
>>180944224
Actually, on the campaign layer they are relatively lightweight, and in combat they aren't worse than any other faction since the removal of TwigLib. But they do eat a decent chunk of memory and slow down the game's launch due to their bazillion individual deco weapons.
>>
>>180954257
>As far as player ships go it's nothing special.

Lol
>>
>>180946115
You must not have found the new system and content that was recently added then. Hell, damn near ALL the anons here haven't
>>
File: asteroid2.png (3KB, 38x37px) Image search: [Google]
asteroid2.png
3KB, 38x37px
nice missile faggot

shame if something were to happen to it
>>
>>180962608
fuck off crater face
>>
>>180962608
These things fuck up my burn drives in the beginning of a fight a hell of a lot more than my missiles.
>>
File: asteroid1.png (1KB, 23x20px) Image search: [Google]
asteroid1.png
1KB, 23x20px
>eats all your tachyon lances
>>
>>180962608
>>180964435

fuck these guys
>>
>>180962608
What about when missiles and fighters start eating all your projectiles too
>>
>watching Thunder drifting everywhere missing all of its shots
welp that was a waste of simulation time
>>
>>180968357

you should've seen it before it got it turning buffed
>>
File: 1445972633938.jpg (49KB, 400x400px) Image search: [Google]
1445972633938.jpg
49KB, 400x400px
is the AI tournament thing happening today or what?
>>
>>180722915
Please put the comparison to Mount & Blade on the bottom of the next OP so people don't get 2 results when they search for the Mount & Blade general. Thank you.
>>
>>180969942

feature not a bug. WONTFIX
>>
File: 1493062627514.png (2MB, 1920x1080px) Image search: [Google]
1493062627514.png
2MB, 1920x1080px
How's that salvage run going, lads?
>>
>>180970739

i should start one
>>
how do I siege systems in vanilla? Is it possible to mine in this game? How do I aquire a homebase?
>>
>>180972137
need mods for that
dont think homebases exist
>>
>>180972137
Can't in vanilla. That is why we have Nexelerin
>>
>>180972137
Can't.
Needs the Nex mod.
Needs the Nex mod.
>>
>page 10
Time to ask important questions I usually wouldn't

What's your favorite destroyer to use in the lategame (mods included)? I'm having trouble justifying fielding anything smaller than cruisers against dangerous fleets, unless it's GKS SWACS frigates for cheap ECM.
I've tried Clades on cautious officers but they don't seem to jet out in time.
>>
File: arachne.jpg (169KB, 859x666px) Image search: [Google]
arachne.jpg
169KB, 859x666px
>>180977935
bullies cruisers' flux well enough.
>>
>>180979084
>2 medium slots
>hurr I fit railguns

~___~
>>
>>180979845
>>
>>180980248
medium front slot
medium turret in the middle
>>
>>180980371
>filling out non-ballistic mid slots with damage dealers in a ship that barely beats out Hammerhead in flux by a slim margin
>>
File: sanic.jpg (136KB, 736x610px) Image search: [Google]
sanic.jpg
136KB, 736x610px
>>180942691
>AI SO frigates are a newbie trap.
YOU CAN'T TELL ME WHAT TO DO
>>
>>180981024
???
put heavy blasters in all medium energy slots
>>
>>180981827
>what is flux cost
>>
>>180982215
Flux cost doesn't matter when you have doubled range because you don't need to keep you're shield up & can vent freely
>>
good mods that run on the current version?? Nexlerin and what else?
>>
>>180982661
>expecting 1200 range and horrible flux efficiency to keep your glorified frigate chaser out of harm's way in lategame
>pretending ECM doesn't exist
yeah, alright.
>>
>>180983640
Heavy Blaster doesn't actually use anywhere near that 720 flux/second
>>
>>180983718
.....you *do* realize that there are things other than weapon activation that increases flux, right?
>>
>>180983528
*motions to another post*
>>180776376
>>
>>180977935
I run Hayles and Calms traditionally as first line engagement units. Versants are my only frigates that I'd consider, and even then I normally don't run them.I've ran Medusas and Bliss to some effectiveness, but normally I don't have more than four to five destroyers in a fleet group
>>
>>180984121
Not for a support destroyer with an advanced targeting core
>>
if your destroyer has an advanced targeting core, stop fitting it and go uninstall whatever mod is responsible.
>>
File: Untitled-1.png (7KB, 1777x57px) Image search: [Google]
Untitled-1.png
7KB, 1777x57px
>>180983718
>>180984121

what the christ are you two retards on about?
>>
after installing 4 mods the game is slow as shit what gives
>>
>>180985240
did you fix memory allocation?
>>
Anyone try the AI Overhaul and FX mods? Thinking of adding them once THI updates.
>>
>>180985439
I changed the vprams to "-Xms4096m -Xmx4096m" but it got worst?
>>
>>180985547
https://i.imgur.com/ncT6pew.png
>>
>>180984520
>t. never played against lategame fleets
Holy fucking shit you're a phenomenally dense retard. If you think 1200 range blaster destroyer with no flux leftover to defend itself is a viable fit you need to eat your own testicles lest you risk living long enough to pass down your fucking shitskin genes.
>>
>>180985682
Turn off your settings in graphicslib and try again. What video card are you using?
>>
>>180985982
a laptop gforce somethinghowyoucalitis M. It has 2gb of memory. In the graphicslib mod? Turn off what settings?
>>
>>180986157
>>180985982
that did it. Thanks anon
>>
>>180986157
Every single setting. The only way to pinpoint the problem is by doing a blank slate run by turning off things like shaders and bloom. Just go into the config file and modify everything to off. If the game runs shitty afterwards still then you know it's the computer and java not cooperating even worse than usual.

I run about 17 mods on an integrated card, 3gb memory setting initial/max, and I generally have no issues except for the standard Java memory overflows after playing for several hours straight. But I do keep all of graphiclibs settings off.
>>
>>180970739
I like using 15 supplies a day, begone thot
>>180979084
heavy blaster instead of a lightning gun is effective, plus no ammo. The pilot will have his shields down long enough for flux to dissapate, try it
>>
>>180986679
Arachne can survive one heavy blaster but not two. If you fit one, you need maxed vents and flux distributor, plus all the other weapons should be missiles, PD, or low-flux beams.
>>
>>180987206
heavy blaster on the top and two railguns + missile/beam, that archne loadout is actually one of my go-to's in early game. slow af tho
>>
File: station_sporeship_derelict.png (60KB, 180x180px) Image search: [Google]
station_sporeship_derelict.png
60KB, 180x180px
>>
Whats better for enforcers, more armor or more hull
>>
I wish this game would abandon the pretense of being anything other than rts style controls
>>
I'd like to mention that I haven't had any backup/save crashes since I stopped using quicksave and used the menu option instead.
>>
>>180992830
probably would go with more armour desu
>>
>>180985518
If you add a Xenoargh to a game with THI in it, I bet MesoTroniK himself would hunt you down and slap you. Xeno mods are fucking buggy as hell, ESPECIALLY the AI mod
>>
>>180996817
yeah, I've been giving them a try but I've been running into crash after crash. I'm letting him know and giving him logs but it seems almost endless 2bh
>>
>>180996971
That's a Xeno mod alright
>>
Get a fatal null error whenever I try to play non-Corvus in Nex. I don't know what any of this shit means.

246376 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config sector not found, using default
246376 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config sector not found, using default
246376 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config everything not found, using default
246377 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config everything not found, using default
246377 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config domain not found, using default
246377 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config domain not found, using default
246847 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)
at data.scripts.world.underworld.UW_Styx.generatePt2(UW_Styx.java:108)
at data.scripts.UnderworldModPlugin.onNewGameAfterProcGen(UnderworldModPlugin.java:212)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
>>
>>180996817
How amusing would it be if modders deliberately made their work not compatible with anything Xeno makes?

It funnily enough, would actually increase the health of the game, reducing the overall number of problems players encounter.
>>
>>180997573
There is a hotfix jar available in the mod thread that fixes that problem.
>>
>>180997643
DO IT!
DO IT!!!
Or don't, I'm not a modder
>>
>>180997746
Arigato
>>
File: suffering.jpg (39KB, 306x434px) Image search: [Google]
suffering.jpg
39KB, 306x434px
Is there any limit to bounties difficulty or pay?

Because is starting to be very very hard to find a bounty that I can do and still be profitable(as in not loosing half my fleet).

Should I invest points in survey skill, buy another tanker and just explore/do survey missions with all my fleet? Is the fuel/supplies spent worth it?
>>
>>180999619
Bounties slow down in their growth once you hit the 200k range. You'll see upwards to 500, 600k bounties, but even if you only do 300 - 400k bounties, from practice I've still continued to see 200ks show up regularly. So in a way it hits a "plateau" of sorts.

The bounty value isn't directly proportional to the difficulty. Many mod bounties tend to be easier at the same value compared to Vanilla, though in some cases they can also be harder. This is mostly due to fleet variations, which can be quite extreme at higher tier bounties.

A 250 - 300 deployment cost fleet should be able to handle 200k - 300k bounties without much problem. The payout should be enough to cover the transit costs generally, unless your fleet ends up being lost most of the time. If you don't mod bounty frequency, things can get quite tedious. There is no guarantee once you slip below the 200 deploy cost line because a 200k bounty can have enough to overwhelm that. 150 is probably the minimum I'd recommend running and even then the ships must be optimized in order to get away with 0 losses.
>>
>>180948776
That's me in the archer still
>>
>>180970739
I think my next playthrough will be a salvage run. Do you go neutral or pick a faction?
>>
>>181003198
Neutral or pirates. Faction just adds more enemies since you get nothing out of a commission except for the salary (since you won't be buying any commission ships in a pure salvage run)
>>
>>180984193
Should I bother with faction mods that aren't supported by dynasector?
>>
>>180985547
Try 3072 instead, I had issues at 4096
>>
File: ssmods.png (8KB, 186x409px) Image search: [Google]
ssmods.png
8KB, 186x409px
I'm going to start my second run in the game.

What mods besides those of quality of life should I use for my second campaign?

Or should I keep playing vanilla more?

I'm mostly concerned about stuff like this >>180999619 as it seems that bounties go up in difficulty too fast.
>>
>>181003792
I just realize I forgot to add dynasector.
>>
>>181003792
Console command ,Underworld and Audio Plus

Although that's a hell of a lot for a second run, are you sure you've got a handle on vanilla?
>>
>>181004247
>are you sure you've got a handle on vanilla

Nope, but I wanted to see make sure that I don't
>that's a hell of a lot for a second run

Gonna start another vanilla one but with dynasector for to see if it makes bounties more viable.

Also what adds console command?
>>
>>180985518
FX mod should be fine, but I'll pass for now on the AI mod. With FX, I can increase the battle size even with my shit memory
>>
>>181004549
The mod itself is called Console Commands.
>>
>>180981604
>360 soft flux generation
>640 dissipation
Anon please.
>>
File: 1480902130517.png (1MB, 1125x1600px) Image search: [Google]
1480902130517.png
1MB, 1125x1600px
So after you commission what are you supposed to do?
>>
>>181005327
>.57 shield flux/dmg
Brb making omen spam campaign
>>
>>181007224
Kill pirates for free rep gain so you get better weapons and ships. If you have Nex or SWP you can do something that resembles endgame
>>
>>181007495
SWP?
>>
>>181007626
Ship/Weapon Pack. It adds a bunch of special bounties you can do that are a lot harder and contain special ships, like >>180903172.
>>
>>181009260
Too bad most of the IBB ships are just for novelty's sake.
>>
>>181009479
Personally, I never really liked the way they looked, so I just disabled it entirely.
>>
>>181009260
The red glowing ship?
>>
>>181009980
The first three ships in that fleet are all unique variants from SWP.
>>
>>181009909
You can just blow them up, you know. They'll never spawn outside of the specific IBB fleet they're made for, and aren't even in the codex.

>>181010201
The first seven, actually.
>>
>>181011134
Yeah, but then I have to look at them in the mission board all the time.
>>
>>180993079
Have you never tried piloting a fast ship or are you just baiting?
>>
>>180990993
Whats this? looks nice.
>>
>>180969112
They said it's delayed by at least a week
>>
>>181017221
>>180969112
That was last week. The first round will be streamed this Thursday 9pm GMT on FallenShogun's twitch channel
>>
File: dab.jpg (339KB, 1920x1080px) Image search: [Google]
dab.jpg
339KB, 1920x1080px
post silly ships
>>
File: drover.png (31KB, 140x108px) Image search: [Google]
drover.png
31KB, 140x108px
>>181018782
>>
>>181018946
literally a flying landing strip
>>
File: Euphoria10.jpg (382KB, 1920x1080px) Image search: [Google]
Euphoria10.jpg
382KB, 1920x1080px
>>181018782
>>
File: Sporeship bounty.png (322KB, 877x469px) Image search: [Google]
Sporeship bounty.png
322KB, 877x469px
Spooky.
Wanna make bets as to whether my Pandemonium can solo this?
>>
File: screenshot003.png (2MB, 1920x1080px) Image search: [Google]
screenshot003.png
2MB, 1920x1080px
>>181026983
>AI charges in against heavy explosive artillery
>forgets venting exists
>doesn't blink out

Never mind, definitely not with an AI pilot.
>>
File: screenshot009.png (1MB, 1920x1080px) Image search: [Google]
screenshot009.png
1MB, 1920x1080px
I just finished the tutorial missions and I find this.
>>
>>181027732
Shame it's massive overkill until you start running a multiple capital fleet
>>
>>181027732
>salvage it, tons of supplies you can't take because no cargoroom
>recover ship, tons of cargospace but slow as fuck and requires tons of supplies to recover and lets not talk about the fuel costs
>>
File: screenshot010.png (659KB, 1920x1080px) Image search: [Google]
screenshot010.png
659KB, 1920x1080px
>>181028603
I could stuff all my fleet inside of it.
>>
Expanded mags on an autopulse sunder is pretty legit
>>
>>181027732
Scuttle that Turd
>>
File: sunderfit.jpg (608KB, 1920x1080px) Image search: [Google]
sunderfit.jpg
608KB, 1920x1080px
>>181032273
forgot pic
>>
>Phase buffalo mkII
>Fortress shield buffalo mkII
>Double large ballistic buffalo mkII
Discuss: http://fractalsoftworks.com/forum/index.php?topic=12738.0
>>
>>181032428
>Faulty Powergrid
You can dump that can of trash.
>>
>>180946761
>a SO Dominator and his SO roided buddies slapp your Shipfus ass with his burn drive

What is Admiral Anon gonna do about it?
>>
>>181034194
I dunno 10000 capacity for a destroyer even with faulty power grid seems bretty gud
>>
>>181034194

FP is not an issue there

unreliable subsystems is pretty terrible otoh
>>
>>181032940
Anything with fortress shield will always be a pain in the ass, even if it doesn't have any mounts larger than small.
>>
>>181032940
>2 Medium Missile Hardpoints
>4 Small Missile Hardpoints

stopped reading right there

also they all look the same except the one that's just overlaid on a tanker, which instead just looks like it was overlaid on a tanker
>>
>>181036183
Yeah, that is prime material for sabot+harpoon (or reaper) cheese.
The 3 medium missiles version would be my ideal pilum/ballista boat
>>
>>181036183
>no light carrier love
Kitbashed ships not your thing I'm guessing
>>
>>181039063

even it it was, what's interesting about a shitty drover?
>>
>>180944637
There happens to be a jar file that fixes that in the nex thread.
>>
>>181032940
>MkII/31
>High Speed Drag Racer
>>
File: screenshot015.png (878KB, 1680x1050px) Image search: [Google]
screenshot015.png
878KB, 1680x1050px
>>181032428
I prefer all beams on a sunder - espeicially the (U).
Been p. happy with this fit regardless of shitmods.
>>
>>181018782
It's like it is flailing little arms around.
>>
>>181027491
NOT. OMEGA
>>
>>181046808
Who the fuck is Omega anyway?
If i name my character Omega what happens?
>>
>>181047701
Go find out and report back
>>
>>180985518
FX mods seemed to cause me to crash, but maybe its just incompatible with BRDY or some other mods
>>
File: station_jangala.png (46KB, 260x260px) Image search: [Google]
station_jangala.png
46KB, 260x260px
>>181016035

it's from the graphics/stations folder. not sure where/if/how they're actually used in-game
>>
anyone have that modified audio plus that had a bunch of music in it from other games?
>>
File: 1496947602754.jpg (24KB, 281x246px) Image search: [Google]
1496947602754.jpg
24KB, 281x246px
>Start game
>Destroyer has PD
>It can't hit a single fucking missile after half an hour of shooting at it
>It's a waste of OP because I need to dump two skill points into something I couldn't give less of a shit about
>Can't find beam PD anywhere because RNG
>Files have no hints as to what the skill changes so as to give this to everything by default
>>
>>181053402
What kind of PD are you using?
>>
>>181052359
Looks like Jangala station
>>
>>181058727

was it the filename that tipped you off?
>>
>>181058223
The medium ballistic DA has.

>>181053402
>import com.fs.starfarer.api.characters.ShipSkillEffect;
>import com.fs.starfarer.api.combat.MutableShipStatsAPI;
>import com.fs.starfarer.api.combat.ShipAPI.HullSize;

> public static class Level2 implements ShipSkillEffect {
> public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
> stats.getAutofireAimAccuracy().modifyFlat(id, TARGET_LEADING_BONUS * 0.01f);
> //stats.getCargoMod().modifyFlat(id, 100 * level);
> }
>
> public void unapply(MutableShipStatsAPI stats, HullSize hullSize, String id) {
> stats.getAutofireAimAccuracy().unmodify(id);
> //stats.getCargoMod().unmodify();
> }
>
> public String getEffectDescription(float level) {
> return "+" + (int)(TARGET_LEADING_BONUS) + "% target leading accuracy for autofiring weapons";
> }
>
> public String getEffectPerLevelDescription() {
> return null;
> }
>
> public ScopeDescription getScopeDescription() {
> return ScopeDescription.PILOTED_SHIP;
> }

>MutableShipStatsAPI
> public MutableStat getAutofireAimAccuracy();
I don't think it'll be as easy as just removing or replacing the level 2 skill and slapping a 1 in the parenthesis in the last line to have it be like that by default, I also have zero knowledge about java and coding.
>>
>>181053402
You don't need the Skill with DA: the Advanced Avionics reduce the accuracy of all weapons at the start of the battle but gives a larger bonus than the skill after a couple of minutes.
>>
>>181059580
What? You don't recognize all the stations off the top of your miniscule head? To be expected
>>
File: 1468212311020.jpg (61KB, 960x720px) Image search: [Google]
1468212311020.jpg
61KB, 960x720px
>start an invasion of a Pirate station
>response fleet immediately gets sucked into a battle with a mercenary patrol right on top of me
>cap the station right in front of them
>>
>>181003593
DME, Metalson and maybe Neutrino are non Dynasector mods that I would suggest. Oh and THI of course when it comes out
>>
>>181064150
>praising DME or neutrino ITT
get ready to have a bunch of spergos fling their spaghetti at you
>>
>>181064150
>>181064248
It doesn't really take a genius to figure out that DME is imbalanced and Neutrino, while imbalanced, also buggy as all hell and not fun to play against their permanent phase cruiser.
>>
Has anyone else tried adding in extra characters into Combat Chatter? I can't seem to get mine to work, when I try setting an officer to use it, they end up using a random one instead.
>>
>>181064248
Well, apparently some meaningful nerfs to DME are incoming thanks to the tournament.
>>
>>181065510
>meaningful

got a bridge to sell ya
>>
i suppose moving from 30% free flux to 15% would be "meaningful" while still letting soren achieve his main goal of having everything convincingly outperform vanilla
>>
>>181066364
- Hullmod bonus values slashed on Monobloc Construction/Reaction Furnace. This really needs a redesign at some point.
- Damage cuts to: Plasma Streamer.
- Range cuts to: rail accelerators, sm/med/large linear weapons. Normalized some range values that were 50su high.
- Jongleur ESAD fire rates reduced, sm/med DPS values are now 100/150.
- Ripper and Raker now have lower ammo counts, higher peak fire rates.
- Cut Kormoran shield arc to 120, cut nearly all turret arcs, some severely. Cut into accel/turn accel values by 25% or more.
- Kobra Mk 1&3 PPT decreased to 270, typo in Mk 3 CR decay fixed.
- Basilisk flux efficiency reduced to 4:9.
- All flux dissipation values slashed by 20%.

>hullmod bonus heavily nerfed
>-20% dissipation overall

That's at least a good start.
>>
Man I wish I wouldn't constantly lose frigates/destroyers because I don't have the command points to tell them to retreat

Why am I only allowed to tell one ship to retreat at a time? Why don't they auto retreat at 0% CR or low hull?

Maybe I need a mod for this
>>
>>181067450

i think the auto-command one got updated

also your fits are not suitable for the stage of the game you're in and/or you need to stop caring about tiny flyspecks exploding in megabattles
>>
>>181067450
You can tell many to retreat at the same time using one command point.
>>
>>181067646
It was supposed to be last week but it looks like the mod author died on us
>>
>>181064649
>also buggy as all hell
Why doesn't the guy make the mod more open sourced or at least get a collaborator/s so to bugfix it?
>>
>>181064649
Personally, I haven't had any bugs with the latest version of Neutrino. Fuck those shields though, and that stupid phase carrier too.
>>
>>181068232
Don't forget the part where one of the bombers had 100200 armor for fuck knows how long. He obviously doesn't care to playtest.
>>
>>181068423
that was dumb but >not just fixing this shit on your end
>>
>>181068487

oh i fixed it alright. was real easy too, just had to untick a box.
>>
>>181068487
I know, I'm just making a point here how little this fucker cares to even test his own shit.

To be fair we're dealing with an individual lacking the common sense to figure out that playing against indefinitely phasing ships and having to wait until their CR starts to deteriorate isn't fun.
>>
>>181068232
Do you have any balance changes to propose? I'll try to forward them to the guy.
>>
>>181068719
maybe make the phase carrier have an efficient phase system instead of an indefinite one
>>
>>181067221
The anons won't be happy until all of the DME ships see a 100 OP downgrade, damage and firing rate for all weapons is halved, OP costs for all weapons are doubled, and max speed for all DME ships are reduced by 75%, with a 50% penalty to flux rates from Monobloc Construction and shields removed from all ships. All DME missiles also need to be limited to one ammo max.
>>
>>181068179
But... It is open: All the source files are included in the mod.
>>
>>181068838
Ok, anything else?
I prefer to make one message rather than 20
>>
>>181068179
>>181069213

a good reminder about how useful making a project open source actually is
>>
>>181069247
Are you sure you're going to get through to him on the subject of HERP and DERP 2008 rage comic humor making him look like an actual, unironic retard?
>>
>>181068719
Remove the armor plating, keep the shields as they are. Remove the phase ships, hard nerf the weapons either range or damage, or increase the OP.
>>
>>181069213
Are they? I thought the stuff in the dl was the already processed stuff and as such no longer modifable (unless you want to edit it at the bytecode level or use a hex editor)
>>
>>181069918

take a wild guess at what the "src" folder contains
>>
>>181069918
The mod is compiled: the source files are provided to make any modification you want but then you need to recompile the jar for the game to used them.
>>
>>181070119
Dunno, "search" mabye?
>>
>>181068719
Cut the carrier's peak performance time by a minute, maybe two, and increase the phase upkeep cost.
>>
>>181071315
Keep them coming, once i have enough (or there are no more of them) I'll send them in one big package
>>
>>181072424
how about instead of the abandoned neutrino facility needing a commission + a ton of supplies to get a pristine Unsung, the abandoned facility will instead have a d-modded damaged version that can be restored at great cost. that way players can get the ship without having to do a neutrino playthrough.
>>
>>181073294
Dunno about that, i think it is supposed to be a one of a kind, hyper powerful ship with a less than obvious acquisition.
>>
>>181067779
?
how

>>181067646
lol, replacing ships is still tedious regardless of what stage of game you are in. Do you play through the game save scumming to make sure you never lose a ship in a fight?
>>
File: holowaifu.gif (1MB, 702x600px) Image search: [Google]
holowaifu.gif
1MB, 702x600px
Since we're talking mod balance again, how about we list some things from vanilla that needs to be improved/nerfed/fixed?

I think all the crazy balances issues mod factions tends to suffer stems partly from the generally low power level of vanilla equipment and skills.
>>
>>181077124
pirates need buffs
And there should be a mission to go raid a pirate stash/base that could have multiple fleets protecting it.
>>
>>181077124
The game is already too easy. The AI fleet needs a hard buff like removing the cap to ECM or making it so that enemy ships always get a strong buff like +100% range.
>>
>>181078934
eh no the one big change needed to be made is natural formations

If 2/3rds of the enemy fleet doesn't run ahead to suicide themselves, or split up to get picked apart, then fights would be WAY harder
>>
>>181079085
this. just make the AI stick together instead what happens now
>>
Is that Underworld Shadowclaw cruiser unrecoverable, or do I just have shit luck?
>>
>>181081070
Dnno, I don't use that mod
>>
>>181081070
yeah it probably is recoverable
>>
>>181077124

sabots need a solid reduction in damage
>>
>>181084119
Honestly just remove the emp damage and they're a long way towards being balanced.
Its kinda stupid how they're good at both spiking flux AND disabling weapons, so they're never a waste as long as they hit.
>>
So after installing dynasector and graphicslib, and changing vparams to 8gb it is lagging hard.

Any solutions?
>>
>>181086531
Go to the graphics_option.ini file in the Graphicslib folder and turn off a bunch of shit, or just disable the shaders entirely.
>>
>>181084119
Sabots are fine
It's just that the AI needs to not shield tank them
>>
File: 1425869704912.gif (911KB, 171x141px) Image search: [Google]
1425869704912.gif
911KB, 171x141px
>Have 21 mods
>Find out the hard way that my rig is too shit to handle them
>>
>>181087738
have u done the random sector in nex strategy
>>
>>181087839
I'd need it to be so small there'd be four different factions in each system or have so few factions it'd beat the point of installing the mods at all. Is there a way to specifically pick which factions appear other than the one you pick?
>>
>>181088162
hm?
You can edit how many inhabited planets/stations that you get, reduce that number a lot
>>
>>181088340
Anon, read again, I don't want four factions in a single system. I can also pick fewer factions to appear, but can I actually pick which ones do instead of it being random?
>>
>>181087738
have you increased your memory allocation in vmparams?
>>
>>181088480
so pick 30 systems and 30 planets...
Or start unticking mods, how many factions do you really need...
>>
>>181088580
But can I pick which specific factions appear in there if I have only a few appear rather than all available?
>>
>>181088843
yes... you can untick the faction mods you don't want to appear
>>
Passenger transport missions when?
>>
>>181088916
So no? If I wanted only two or three mod-only factions instead of vanilla ones to appear, it's not possible?
>>
File: screenshot011.png (836KB, 1920x1080px) Image search: [Google]
screenshot011.png
836KB, 1920x1080px
One of these days I'm going to make a campaign in which the only objective I'll have is fuck with salvage fleets.
>>
>>181081070
Shit luck
>>
ain't no cure for the summertime blues
>>
>>181089017
Good question, hopefully soon .The game is already heavily focused on combat. Colonization when
>>
>>180851221
lal
>>
>>181089017
I'd also like to see escort missions, either spawned as an AI fleet to follow or temporary ships in my fleet (cost and size exempt) to ferry around. I wouldn't carry a ton of metals/food unless it helped cut supply use for repairs/maintenance.
>>
Is there any way to make smaller planets have more missions? I increased the amount of missions being offered in settings.json, but that just seems to stick a dozen of them into the same large population worlds.
>>
File: 1481890746312.png (156KB, 310x443px) Image search: [Google]
1481890746312.png
156KB, 310x443px
Shadowyards just updated.
>>
why do battleships suck so much
a cruiser with SO can easily flux out a battleship
>>
>>181109935
Put heavy armor and shield bypass on it.
>>
>>181110150
Doesn't solve anything if you can't break the 3k flux dissipation + 0.4 flux/damage shields
>>
>>181110248
You don't have to break 3k flux dissipation, you just have to deal (cruiser's flux capacity) x 2.5 damage to the cruiser's shields. A SO cruiser won't have particularly good capacity, so a capital ship can just slam the other ship with brute force to break it.
>>
File: 1496838430081.gif (2MB, 468x360px) Image search: [Google]
1496838430081.gif
2MB, 468x360px
>>180932601
So i used the crack but i still get in-game messages about needing to support the development and that the game can detect if it's pirated and that it will adjust the rng. I assume that means it doesn't work anymore?
>>
Is Red still OP even though the Ophichius has been removed?
>>
>>181115067
It works fine. Those don't do anything.
>>
Tournament
SOON
O
O
N
>>
File: 1492892243878.gif (736KB, 451x322px) Image search: [Google]
1492892243878.gif
736KB, 451x322px
>STILL no 'dong
>>
File: horrible2.png (478KB, 487x544px) Image search: [Google]
horrible2.png
478KB, 487x544px
>>181116487
s-surely it must be coming soon
>>
>>181115853
With a special surprise too...
>>
>>181116912
DME finally nerfed?
Neutrino bugfixed?
0.9 release?
>>
>>181119912
Errrr not that much no. Just a couple of funky features for the tournament's mission. (although DME did get somewhat nerfed yesterday)
>>
What determines max fleet speed on the strategic map? Lowest ship speed?
>>
>>181120271
What kind of features?
>>181122183
The ship with the lowest burn level.
Sustained burn helps offsetting it though
>>
>>181122183
Plus you can get a breakdown by hoovering the speed indicator and pressing F1 to expand the tooltip (like most tooltips btw)
>>
>>180722915
Hi guys, is there a demo for this out there. It looks pretty interesting.
>>
>>181134257

just pirate it
>>
>>181134316
looks pretty indie though. I'm not a cunt.
>>
>>181134484

fuck off, faggot
>>
>>181134680
Thanks for your help.
>>
>>181134484
If you care that much, then go spend the $15 on it. It's a fairly decent game ith a good modding community, and I don't regret getting it.

Granted, I have no fucking idea what I'm doing and keep repeatedly dying to a sudden case of pirate armada in my asshole, but still.
>>
>>181134484
it is, and I'd urge to support it. If you want a peek you can always find gameplay vids on YT or something
>>
>>181134484
You're not stealing from them if you end up buying it, piracy is just modern demos.
>>
>>181134484
It is indie and well made, but it has no demo. If you want your demo, pirate then if you like it, pay for it
>>
>>181052316

Wasn't that fixed? When was the last time you tried running it?
>>
>>181134484

Then pirate and buy it if you like it. I pirated Starsector back in .5 or something and bought soon after.

Pirating is just a modern demo.
>>
So where do IBB bounties show up? I don't think I've ever seen one in my bounty log, is it hidden, or do I have to go to a specific planet/location?
>>
>>181142623
mission lists on planets
>>
http://fractalsoftworks.com/forum/index.php?topic=161.msg216106#msg216106

update coming for junk pirates
>>
>>181142708
thanks
>>
File: 1455891929353.png (643KB, 1022x731px) Image search: [Google]
1455891929353.png
643KB, 1022x731px
>Decide to do a merchant run after accidentally lowering tariffs to 6% instead of 12%
>Hundred million pirates everywhere
>Hyperspace looks like two ant colonies genociding each other 24/7
>Faction decides to get uppity at the other faction whose size 7 planet I'm making runs to and from
>If I try to be factionless I'm locked out of military markets, so I'm at the mercy of pirates with a quadrillion capitals
>If I focus on fighting them I might as well be doing a bounty run except without even doing bounties, beating the point of a merchant run
Is there a way to secure a part of the sector from pirates? I'm not asking for a way to disable them, just to know if capturing their bases and killing whoever's left would reduce their presence enough.
>>
>>181145437
practically no, basic thing to do is to have fast ships in your fleet. Or buy an agent at the start of the game and be inhospitable instead of hostile.
>>
>>181149460
By getting uppity I meant reaching inhospitable status, so I can't trade with said planet.
>>
>>181149652
Wait I'm retarded it's for the pirates
>>
>>181069010
Still too overpowered for my tastes
>>
>>181069010
If in the fluff, you write that the ships are supposed to be exploration/mobile bases/research vessels
They CAN'T have better stats than dedicated combat vessels

Thats one of the worst problems with these mod ships

You don't need cargo ships or fuel tankers anymore because all of them hold fucking tons
>>
>>181151065
Or they can have them but not able to sustain their combat capability for long, high speed, low drag, low durability
>>
Wew lad, the Shadowyards dev basically turned the Deva CAS beam and the Multi CAS beam into huge piles of shit
good job, dude
>>
>>181152527
>http://fractalsoftworks.com/forum/index.php?topic=161.msg216106#msg216106
Why? Any webm to show the new beam spread? I run Twin Devas on my Pandemonium....
>>
>>181150734
>>181151065
Alright fine what about this
>All DME ships OP reduced by 80%
>Shields removed
>Armour removed
>Hull reduced by 95%
>Max speed reduced by 95%
>Sensor range increased by 100%
>Max Burn reduced to 2
>Detection Range increased by 100%
>Half of weapon slots removed
>Supply and fuel upkeep quadrupled.
>Crew demand doubled.
>Monobloc mod gives a -75% range penalty
>Monobloc mod gives a -90% flux dissipation penalty
>All OP costs for installing weapons are tripled
>Peak operating time reduced to 15 seconds.
>Max CR 25%.
>Monobloc causes chain reactions where if the ship is destroyed every ship nearby will blow up excluding the enemy
>All DME weapons removed from the game.

Balanced now? :^)
>>
tip modders: Some of us have bad PC's, don't fucking have your cannon fire a thousand projectiles
thanks
>>
>>181145437
I've captured a couple bases and generally seen less pirates. I think it's pretty easy honestly to sweep and destroy every single pirate base even if it isn't very profitable. Not sure if it does reduce the normal pirates though, because even if a faction is eradicated they can still have some minor fleet presence around if you have faction respawning on
>>
>>181153507
>sensor range increased by 100%
>no change to fuel and cargo capacity
Might as well play with Approlight and pre-nerf RED at that point
>>
File: 1456418060808.jpg (78KB, 718x720px) Image search: [Google]
1456418060808.jpg
78KB, 718x720px
>Bored of going around killing pirates
>Decide to do a mining run
>Start game and prep a fleet
>Throw an agent at pirates for them to fuck off
>Find a planet to mine and a station that has a ton of demand for ore and volatiles
>RNG destroys all my heavy machinery
>RNG decides I won't find any heavy machinery no matter where I look
>Keep looking to the point I've bankrupted myself due to initial fleet + supplies and fuel looking around
>Whatever decide I'll do survey missions since I started with level 3 on that skill
>RNG decides I won't see a SINGLE survey mission no matter where I look
>RNG also decides the derelict missions take 500 fuel for a shitty minuscule fleet minimum to get there minimum let alone the return trip for meagre 30k reward at best
I'll stick to killing pirates then
>>
Tournament stream in an hour and a half!
>>
>>181160267
OuuuUUuuuh! OuuuOOOUUuh!
>>
STREAM IS LIVE BOYS!
>>
Time to watch a big 'ole Kormoran rape some midtechs. Well, we'll see how the DME nerfs go.
>>
Damn that's a sweet ass intro graphic
>>
>>181165570
>DME wipes the fucking floor in less than 5 minutes
Soren ban when?
>>
File: 1469653927056.jpg (42KB, 800x800px) Image search: [Google]
1469653927056.jpg
42KB, 800x800px
>Spares the eagle to kill the others first
>>
>>181165786
>DME frigates kicking the shit outta Hammerheads
>>
>Repurposed slavshit mopping the floor with rival military craft
It's like I'm watching a War Thunder stream
>>
mule: bad no matter how much armor you stick on it. shocking.
>>
This sabot + harpoon spam might beat DME by just memeing the kormoran to death. I guess they'd just get raped by the frigs then, though.
>>
>>181166654

you'd want to fight something broken with equally broken i suppose
>>
what's the shield mod on those grinders?
>>
>>181167350
Well, we can now say that Neutrino is less powerful than BRDY
Shame for the lack of Fusor though.
If any anon with java knowledge wants to check if the AI has problem with it...
>>
File: 1489869393948.jpg (37KB, 736x414px) Image search: [Google]
1489869393948.jpg
37KB, 736x414px
>Safety Overrides Mora
>>
File: 1422161536011.jpg (11KB, 184x184px) Image search: [Google]
1422161536011.jpg
11KB, 184x184px
>Not even the fucking hound
>>
File: screenshot053.png (903KB, 1920x1200px) Image search: [Google]
screenshot053.png
903KB, 1920x1200px
>shame nonsense

fucks sake you have three ship fleets of course you'll see victories without a loss - as soon as one side is down a ship the battle is decided

>>181168580
>not running a SO mora
>>
Stream where?
>>
>>181169208
twitch
fallenshogun
>>
>oh no not double signature
>>
>>181169208
never mind found it.
>>
why the hell would you put ECCM on a sabot-boat?
>>
>10 deploy points
>3 flight decks

alright then
>>
mehgamer stfu
>>
I swear the venture is just a giant turd.
>>
>>181169992

giving it a gravbeam as its main weapon ain't helping things
>>
geez that much EMP should be illegal.
>>
i like broadswords probably more than the next guy, but i don't see how they're a good fit for this lowtech fleet
>>
>>181170404
Should have been talons.
>>
>that animu
Cringed so hard i snapped my back in two
>>
>>181170962
pretty sure its league of legends shit which is much worse
>>
god that venture was poorly fit
>>
>>181170962
well its not like this shit even needs commentary.
>>
>>181171120
ventures would be useful if they went a little faster. then spend forever chasing and barely any time fighting.
>>
File: (banter stops).jpg (94KB, 602x709px) Image search: [Google]
(banter stops).jpg
94KB, 602x709px
>4 condors all with talons
>>
>>181171143

i'd appreciate some commentary on the strategies going into this, but fallenshogun doesn't exactly seem like the guy for that. instead it's just "hype caster" nonsense
>>
new bread where

Also is this pirates guy one of ours?
>>
>>181171351
Yeah its pretty much saying what he sees rather than some explanations.
>>
oh that shadowyards fleet is going down hard

actually that's a respectable amount of not-taclasers, they might have a chance
>>
lol at the pirates affording a tricked-out aurora on top of everything else. (D)-skin supremacy.
>>
talon spam still strong
>>
>>181172034

and i haven't seen SHY fighters accomplish anything this entire tournament
>>
That aurora is just wiping the floor
>>
File: MaxthonSnap20170629225112.png (33KB, 447x251px) Image search: [Google]
MaxthonSnap20170629225112.png
33KB, 447x251px
lel
>>
>>181172334
yeah, the combination of low tech / d-modded screening units and the heavy hitting starlight aurora is really strong
>>
how the hell is he confused about a railgun medusa?
>>
>lrms
>>
DA is such bullshit.
>>
lol DA
>>
damn son, those wanzers chew that fleet right up
>>
the wanzers are obviously broken, but don't miss how ridiculously good the vapors are at flanking. they made a huge difference.
>>
I would love to see a match where someone just throws out a shit load of shepards.
>>
>vapor
>flirts with opness

yeah like i flirt with your mom
>>
This guy is done for already. Geez just add hullmods.
>>
pilotable wanzers for diable when?
>>
>>181173974
A while ago, actually. Some anon made one a couple months ago.
>>
>heron

for what reason
>>
LMAO these brawlers
>>
>>181174338

all the fun parts of a hammerhead, without all that tedious "dying"
>>
RIP SCY
May you be Space Jews in Heaven
>>
>>181174075
do you have a link or do i gotta go diving the archives
>>
nice taclaser usage, i like this midline fleet
>>
if you're too retarded for timezones, just say <mycity> local time
>>
>>181174587
https://www.dropbox.com/s/ywy98v0ivng200l/DIABLEAVIONICS%20CUSTOM%20SHIPS.rar?dl=0
Don't know if it's updated though.
>>
>>181174916
I'm pretty sure that has a conflict with dynasector, it's why I stopped using it
>>
page 10 nonbump
Thread posts: 795
Thread images: 156


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.